Пример #1
0
 protected virtual void Reset()
 {
     currentHealthPoints = maxHealthpoints;
     entityState         = EntityStateEnum.Alive;
     currentLevel        = 1;
     infoBar.Show();
     infoBar.UpdateBar();
     infoBar.Hide();
 }
Пример #2
0
        /// <summary>
        /// update current instance
        /// </summary>
        /// <param name="newState">new state</param>
        public void Update(ManagedIdentity newState)
        {
            if (newState == null)
            {
                return;
            }

            State      = newState.State;
            IdentityId = newState.IdentityId;
        }
Пример #3
0
        /// <summary>
        /// update current instance
        /// </summary>
        /// <param name="newState">new state</param>
        public void Update(ResourceGroup newState)
        {
            if (newState == null)
            {
                return;
            }

            State      = newState.State;
            ResourceId = newState.ResourceId;
        }
Пример #4
0
 protected void SetEntityState <T>(T entity, EntityStateEnum state) where T : class, IEntityWithState
 {
     if (entity.EntityState == state)
     {
         return;
     }
     _db.GetTable <T>().Where(p => p.ID == entity.ID)
     .Set(p => p.EntityState, state)
     .Update();
     entity.EntityState = state;
 }
Пример #5
0
 private void Reset()
 {
     currentDebuff       = DebuffTypeEnum.None;
     debuffImage.enabled = false;
     if (defaultMoney != 0)
     {
         moneyToAdd = defaultMoney;
     }
     currentLevel               = 1;
     healthpoints               = defaultHealthpoints;
     currentHealthpoints        = healthpoints;
     entityState                = EntityStateEnum.Alive;
     ownRenderer.material.color = Color.white;
     damagedFromTower           = null;
     anim.enabled               = true;
 }
Пример #6
0
 private void Die(bool fromPlayer)
 {
     entityState = EntityStateEnum.Dead;
     EventManager.Instance.EnemyDeath(this, fromPlayer);
     if (damagedFromTower != null)
     {
         damagedFromTower.RemoveEnemyFromList(this);
     }
     if (fromPlayer)
     {
         PoolHolder.Instance.GetObject(ParentObjectNameEnum.DeathObject).GetComponent <DeathObject>().Activate(dieSoundData, transform.position);
     }
     infoBar.UpdateBar();
     infoBar.Hide();
     moveSpeed = defaultSpeed;
     gameObject.SetActive(false);
 }
Пример #7
0
        public void ValidateAndSetState(Car entity, EntityStateEnum newstate)
        {
            if (newstate == EntityStateEnum.Preparing)
            {
                entity.ValidateAndThrow <CarValidator, Car>("Preparing");
            }
            else if (newstate == EntityStateEnum.Active)
            {
                entity.ValidateAndThrow <CarValidator, Car>("Active");
            }
            else if (newstate == EntityStateEnum.Unused)
            {
                entity.ValidateAndThrow <CarValidator, Car>("Unused");
            }
            else if (newstate == EntityStateEnum.Deleted)
            {
                entity.ValidateAndThrow <CarValidator, Car>("Deleted");
            }

            SetEntityState(entity, newstate);
        }
Пример #8
0
 public EntitySaveData(OwnerEnum owner, ParentObjectNameEnum objectName, EntityStateEnum entityState, int maxLevel, int currentLevel, float maxHealthpoints, float currentHealthPoints, int buildCost, int buildTime, float armor, EntityActionStateEnum entityActionState, EntityBehaviourEnum entityBehaviour, float baseDamage, float movementSpeed, float viewDistance, float attackRange, float attackDelay, int foodValue, SoundHolder dieSoundHolder, SoundHolder fightSoundHolder, int experience)
 {
     this.owner               = owner;
     this.objectName          = objectName;
     this.entityState         = entityState;
     this.maxLevel            = maxLevel;
     this.currentLevel        = currentLevel;
     this.maxHealthpoints     = maxHealthpoints;
     this.currentHealthPoints = currentHealthPoints;
     this.buildCost           = buildCost;
     this.buildTime           = buildTime;
     this.armor               = armor;
     this.entityActionState   = entityActionState;
     this.entityBehaviour     = entityBehaviour;
     this.baseDamage          = baseDamage;
     this.movementSpeed       = movementSpeed;
     this.viewDistance        = viewDistance;
     this.attackRange         = attackRange;
     this.attackDelay         = attackDelay;
     this.foodValue           = foodValue;
     this.dieSoundHolder      = dieSoundHolder;
     this.fightSoundHolder    = fightSoundHolder;
     this.experience          = experience;
 }
Пример #9
0
 /// <summary>
 /// update instance with vsts information when available
 /// </summary>
 /// <param name="vstsDefinitionId">vsts build definition id</param>
 public void UpdateWithVstsDefinition(int vstsDefinitionId)
 {
     VstsBuildDefinitionId = vstsDefinitionId;
     State = EntityStateEnum.Created;
 }
Пример #10
0
 /// <summary>
 /// update <see cref="VstsBuildDefinition"/> and its state with new state as received
 /// </summary>
 /// <param name="newState">new logical state of the entity</param>
 public void Update(VstsBuildDefinition newState)
 {
     VstsBuildDefinitionId = newState.VstsBuildDefinitionId;
     State = newState.State;
 }
Пример #11
0
 public EntityWithState()
 {
     EntityState = EntityStateEnum.Active;
 }