public void Init() { currentStateController = App.Current.StateController; SetupClass.SetUp(); limitationPlayers = new CountLicenseLimitation { Enabled = true, Maximum = 10, RegisterName = "RAPlayers" }; limitationPlayers2 = new CountLicenseLimitation { Enabled = true, Maximum = 20, RegisterName = "RAPlayers" }; limitationTeams = new CountLicenseLimitation { Enabled = true, Maximum = 5, RegisterName = "Teams" }; limitationFeature = new FeatureLicenseLimitation { Enabled = true, RegisterName = "Feature 1" }; limitationFeature2 = new FeatureLicenseLimitation { Enabled = true, RegisterName = "Feature 1" }; limitationFeatureDisabled = new FeatureLicenseLimitation { Enabled = false, RegisterName = "Feature 2" }; mockLicenseManager = new Mock <ILicenseManager> (); mockLicenseStatus = new Mock <ILicenseStatus> (); App.Current.LicenseManager = mockLicenseManager.Object; mockLicenseManager.SetupGet(obj => obj.LicenseStatus).Returns(mockLicenseStatus.Object); mockStateController = new Mock <IStateController> (); mockScreenState = new Mock <IScreenState> (); mockStateController.SetupGet(sc => sc.Current).Returns(mockScreenState.Object); App.Current.StateController = mockStateController.Object; }
public PlayerTurnState(IStateController controller, ISelectActions actionSelector, ISubject playerTurnEnder, ISetInteractable[] playerButtons) : base(controller) { this.actionSelector = actionSelector; this.playerTurnEnder = playerTurnEnder; this.playerButtons = playerButtons; }
public UcLoadDailyMeasures(IServiceFactory serviceFactory, IStateController stateController) { _stateController = stateController; _serviceFactory = serviceFactory; InitializeComponent(); gvDailyMeasures.TableElement.RowHeight = Avicola.Common.Win.GlobalConstants.DefaultRowHeight; }
private HubConnectionWrapper(HubConnection wrapped) { _wrapped = wrapped; _wrapped.DeadlockErrorTimeout = TimeSpan.FromSeconds(30); _wrapped.StateChanged += change => { switch (change.NewState) { case ConnectionState.Connected: _connectNotify.Set(); break; case ConnectionState.Connecting: case ConnectionState.Reconnecting: case ConnectionState.Disconnected: _connectNotify.Reset(); break; default: throw new Exception("unknown ConnectionState"); } }; _stateController = new StateController(this); }
public static void Register(GameState s, IStateController sc, bool shouldReserve) { if (_states == null) { _states = new Dictionary <GameState, IStateController> (16); } _states.Add(s, sc); }
public FrmCreateEditBatchMedicine(Guid id, IFormFactory formFactory, IStateController stateController, IServiceFactory serviceFactory) { FormFactory = formFactory; _serviceFactory = serviceFactory; _stateController = stateController; _batchMedicineId = id; InitializeComponent(); }
public FrmCreateEditSiloEmptying(Guid id, IFormFactory formFactory, IStateController stateController, IServiceFactory serviceFactory) { FormFactory = formFactory; _serviceFactory = serviceFactory; _stateController = stateController; _emptyingId = id; InitializeComponent(); }
public FrmCreateEditBatchObservation(Guid id, IFormFactory formFactory, IStateController stateController, IServiceFactory serviceFactory) { FormFactory = formFactory; _serviceFactory = serviceFactory; _stateController = stateController; _observationId = id; InitializeComponent(); }
internal void DisconnectTransisions(IStateController stateController) { foreach (var transition in _transitions) { transition.ExitStateEvent -= stateController.ExitState; transition.EnterStateEvent -= stateController.EnterState; } }
public FrmCreateEditBatchVaccine(Guid id, IFormFactory formFactory, IStateController stateController, IServiceFactory serviceFactory) { FormFactory = formFactory; _serviceFactory = serviceFactory; _stateController = stateController; _batchVaccineId = id; InitializeComponent(); }
public static void MoveUnit(this IStateController stateController, UnitState unit, Coordinates coordinates) { stateController.RequestActionWithData(new MoveActionData() { destination = coordinates, unitId = unit.unitId }); }
public ManagedStateMachineEventArgs( IStateController state_controller, Animator animator, int state_machine_path_hash) : base(animator, state_machine_path_hash) { StateController = state_controller; }
public PlayerResolveTurnState( IStateController controller, ICommandProcessor playerProcessor, IHealth playerHealth ) : base(controller) { this.playerProcessor = playerProcessor; this.playerHealth = playerHealth; }
public EnemyResolveTurnState( IStateController controller, ICommandProcessor enemyProcessor, IHealth enemyHealth ) : base(controller) { this.enemyProcessor = enemyProcessor; this.enemyHealth = enemyHealth; }
public TurnResolutionState(IStateController controller, ICommandProcessor playerProcessor, ICommandProcessor enemyProcessor, IResetActions playerReset, IResetActions enemyReset) : base(controller) { this.playerProcessor = playerProcessor; this.enemyProcessor = enemyProcessor; this.playerReset = playerReset; this.enemyReset = enemyReset; }
public FrmStandardSelection(IFormFactory formFactory, IServiceFactory serviceFactory, IStateController stateController) { FormFactory = formFactory; _serviceFactory = serviceFactory; _stateController = stateController; InitializeComponent(); }
public ManagedStateEventArgs( IStateController state_controller, Animator animator, AnimatorStateInfo animator_state_info, int layer_index) : base(animator, animator_state_info, layer_index) { StateController = state_controller; }
private void Start() { // Change controller according to will MovementController = new NavMeshController(gameObject); // Change controller according to will SimpleAI = new SimpleAI(transform, m_Target, MovementController); m_CurrentState = new IdleState(SimpleAI); }
public UnitSelectedStateBehaviour(HighlightingColorSettings highlightingColorSettings, IInteractionManagerDesktop <ITileView> tileSelector, IInteractionManagerDesktop <IUnitView> unitSelector, IStateController stateController) { _highlightingColorSettings = highlightingColorSettings; _tileSelector = tileSelector; _unitSelector = unitSelector; _stateController = stateController; }
public FrmMoveNextStage(IFormFactory formFactory, IMessageBoxDisplayService messageBoxDisplayService, IStateController stateController, IServiceFactory serviceFactory) { _stateController = stateController; _serviceFactory = serviceFactory; FormFactory = formFactory; MessageBoxDisplayService = messageBoxDisplayService; InitializeComponent(); }
public ControllerStateManager(IStateController <TStateType> stateController, IStateMachine <TState> stateMachine, IStateFactory <TStateType, TState> stateFactory, IStateValidator <TStateType> validator = null) : base(stateMachine, stateFactory, validator) { _stateController = stateController; ObservableExtensions.Subscribe <TStateType>(_stateController.StateObservable. Skip(1), ExecuteState).AddTo(_disposables); }
public FrmBatchSelection(IFormFactory formFactory, IServiceFactory serviceFactory, IStateController stateController) { FormFactory = formFactory; _serviceFactory = serviceFactory; _stateController = stateController; InitializeComponent(); gvBatches.TableElement.RowHeight = Avicola.Common.Win.GlobalConstants.DefaultRowHeight; }
public FrmBatchManager(IFormFactory formFactory, IStateController stateController, IServiceFactory serviceFactory) { FormFactory = formFactory; _stateController = stateController; _serviceFactory = serviceFactory; InitializeComponent(); btnMoveNextStage.RootElement.UseDefaultDisabledPaint = true; }
public FrmBatchSelection(IFormFactory formFactory , IServiceFactory serviceFactory,IStateController stateController) { FormFactory = formFactory; _serviceFactory = serviceFactory; _stateController = stateController; InitializeComponent(); gvBatches.TableElement.RowHeight = Avicola.Common.Win.GlobalConstants.DefaultRowHeight; }
public EndResolveTurnState( IStateController controller, IResetActions playerActionsReset, IResetActions enemyActionsReset, IHealth enemyHealth ) : base(controller) { this.playerActionsReset = playerActionsReset; this.enemyActionsReset = enemyActionsReset; this.enemyHealth = enemyHealth; }
public FrmEnterDailyMeasures(IFormFactory formFactory, IServiceFactory serviceFactory, IStateController stateController, IMessageBoxDisplayService messageBoxDisplayService) { FormFactory = formFactory; _serviceFactory = serviceFactory; _stateController = stateController; _messageBoxDisplayService = messageBoxDisplayService; InitializeComponent(); }
public AsyncStateManager(IStateController <TStateType> stateController, IAsyncStateMachine stateMachine, IAsyncStateFactory <TStateType> stateFactory, IStateValidator <TStateType> validator = null) { _stateController = stateController; _stateMachine = stateMachine; _stateFactory = stateFactory; _validator = validator; _controllerDisposable = _stateController.StateObservable. Skip(1).Subscribe(ExecuteState); }
public void LoadScene <T>(Action callback, object passedParams) where T : IStateController, new() { onNewSceneLoaded = callback; //Don't show transition screen if it's our first load. if (!isTransitionDone) { m_transitionScreen.StartFade(FadeType.FadeOut, onTransitionShown); } newScene = new T(); newScene.Load(onSceneLoaded, passedParams); }
protected void RpcSetGameState(GameState state) { Debug.Log(isServer + " changing state to " + state); if (stateController != null) { stateController.OnExitState(); } gameState = state; int stateControllerIndex = (int)gameState; stateController = availableStates[stateControllerIndex - 1]; stateController.OnEnterState(); }
public App() : base() { window = new MainWindow(); stateMachine = new StateController(); isVolatile = false; AssignHandlers(); window.ResetWindow(); ModifyPage(stateMachine.GetSystemState()); window.Show(); }
public SimulationInitializeState(IStateController <SimulationState> controller, TestUnitFactory unitFactory, Player player, SimulationOnGui onGui, BaseWorld world, WorldData worldData) { _controller = controller; _unitFactory = unitFactory; _player = player; _onGui = onGui; _world = world; _worldData = worldData; }
public void LoadScene <T>(SceneLoadedCallback callback, object passedParams) where T : IStateController, new() { onNewSceneLoaded = callback; //Don't show transition screen if it's our first load. if (!isTransitionDone) { m_transitionScreen.SetActive(true); m_transitionScreen.PlayTransitionOut(onTransitionShown); } newScene = new T(); newScene.Load(onSceneLoaded, passedParams); }
/// <summary> /// Adds the specified state controller. /// </summary> /// <param name="stateController">The state controller.</param> /// <returns></returns> public short Add(IStateController stateController) { lock (_Lock) { _Controllers.Add(stateController.Guid, stateController); var key = _CurrentId; _AllocationTable.Add(stateController.Guid, key); _CurrentId++; return key; } }
public FrmObservationList(IFormFactory formFactory, IStateController stateController, IServiceFactory serviceFactory, IMessageBoxDisplayService messageBoxDisplayService) { FormFactory = formFactory; _stateController = stateController; _serviceFactory = serviceFactory; _messageBoxDisplayService = messageBoxDisplayService; RadGridLocalizationProvider.CurrentProvider = new CustomRadGridViewLocalizationProvider(); InitializeComponent(); this.gvBatchObservations.CellFormatting += Grilla_CellFormatting; }
public UcLoadWeeklyMeasures(IStateController stateController) { _stateController = stateController; InitializeComponent(); }
/// <summary> /// Removes the specified state controller. /// </summary> /// <param name="stateController">The state controller.</param> public void Remove(IStateController stateController) { lock (_Lock) { if (_Controllers.ContainsKey(stateController.Guid)) { _Controllers.Remove(stateController.Guid); } if (_AllocationTable.ContainsKey(stateController.Guid)) { _AllocationTable.Remove(stateController.Guid); } } }