private async Task <T> _AttemptPhase <T>(PhaseState state, Func <Task <T> > phase) where T : class { state.State = PhaseControl.State.Running; T result; try { var start = DateTime.UtcNow; var task = phase(); while (await Task.WhenAny(task, Task.Delay(100)) != task) { state.Duration = DateTime.UtcNow - start; } result = await task; state.Duration = DateTime.UtcNow - start; } catch (OperationCanceledException) { state.State = PhaseControl.State.Canceled; throw; } catch { state.State = PhaseControl.State.Error; throw; } state.State = PhaseControl.State.Success; return(result); }
/// <summary> /// Reads a phase object. /// </summary> public PhaseState ReadPhase(ISystemContext context, BaseObject source) { ushort namespaceIndex = (ushort)context.NamespaceUris.GetIndex(DsatsDemo.Namespaces.DsatsDemo); PhaseState node = new PhaseState(null); node.Create( context, new NodeId("Phases/" + source.BrowseName, namespaceIndex), new QualifiedName(source.BrowseName, namespaceIndex), null, true); if (source.DisplayName != null && source.DisplayName.Length > 0) { node.DisplayName = Import(source.DisplayName); } if (source.Description != null && source.Description.Length > 0) { node.Description = Import(source.Description); } return(node); }
IEnumerator PrepCounter() { FindObjectOfType <WaveManager>().enabled = false; phaseUI.text = "Prep Phase"; //While timer is not up and max units to move are up. for (float timer = prepTimer; timer >= 0; timer -= Time.deltaTime) { if (unitDeployed) { break; } else { timerText.text = ((int)timer).ToString(); yield return(null); } } //Move over to action phase Debug.Log("Prep Phase is over, proceeding to Action Phase..."); phaseUI.text = "Action Phase"; timerText.text = ""; currentPhase = PhaseState.Action; FindObjectOfType <WaveManager>().enabled = true; }
private async Task _AttemptPhase(PhaseState state, Func <Task> phase) { state.State = PhaseControl.State.Running; try { var start = DateTime.UtcNow; var task = phase(); while (await Task.WhenAny(task, Task.Delay(100)) != task) { state.Duration = DateTime.UtcNow - start; } await task; state.Duration = DateTime.UtcNow - start; } catch (OperationCanceledException) { state.State = PhaseControl.State.Canceled; throw; } catch { state.State = PhaseControl.State.Error; throw; } state.State = PhaseControl.State.Success; }
/// <summary> /// Send a create operation to the state of the specified phase on the specified job. /// </summary> /// <param name="job">The Job on which to operate</param> /// <param name="phaseName">The name of the phase whose state is to change</param> /// <param name="item">The PhaseState instance template</param> /// <param name="zoneId">The zone in which to perform the request.</param> /// <param name="contextId">The context in which to perform the request.</param> /// <returns>The current state of the phase.</returns> public virtual PhaseState CreateToState(Job job, string phaseName, PhaseState item, string zoneId = null, string contextId = null) { checkRegistered(); checkJob(job, zoneId); string url = GetURLPrefix(job.Name) + "/" + job.Id + "/" + phaseName + "/states/state" + HttpUtils.MatrixParameters(zoneId, contextId); string body = SerialiseSingle <PhaseState, stateType>(item); string xml = HttpUtils.PostRequest( url, RegistrationService.AuthorisationToken, body, ConsumerSettings.CompressPayload, ServiceType.FUNCTIONAL); if (log.IsDebugEnabled) { log.Debug("Guid from CREATE request to state on phase ..."); } if (log.IsDebugEnabled) { log.Debug(xml); } return(DeserialiseSingle <PhaseState, stateType>(xml)); }
//!check to see if we are currently in phase strike mode public bool CheckPhaseStrike() { AnimatorStateInfo StateInfo2 = X8Animator.GetCurrentAnimatorStateInfo(0); if (StateInfo2.IsName("Phase")) { //we might have starfed during a jump so stop the jump animation if (PlayerJumpState == JumpingState.IsJumping) { StopJump(); } pRidgidBody.useGravity = false; p_bFacePlayer = true; X8Animator.SetBool("Phase", true); if (StateInfo2.normalizedTime > .01f && StateInfo2.normalizedTime < .65f) { Vector3 TackleDirection = Vector3.zero; p_Collider.enabled = false; FaceMe(p_fCameraAngleTheta); //player is in tackle mode //the Direction of attack is the same as the direction of fire without the vertical direction if (Controls != null) //if this is a real player an not an Enemy AI { TackleDirection = Controls.ShootDirection.normalized; } //zero out the y direction because the we dont want any vertical movement TackleDirection.y = 0; //add the tackle vector the player position PlayerPhaseState = PhaseState.IsPhasing; if (StateInfo2.normalizedTime > .30f && StateInfo2.normalizedTime < .65f) { this.transform.position += (TackleDirection * .75f); } return(true); } else { p_Collider.enabled = true; pRidgidBody.useGravity = true; PlayerPhaseState = PhaseState.IsNotPhasing; //player is no longer in tackle mode if (StateInfo2.normalizedTime > .99f) { X8Animator.SetBool("Phase", false); } return(false); } } return(false); } //!stop phase mode
/// <summary> /// Set current state to the end of turn state /// </summary> void EnterStateEndOfTurn() { currentPhaseStateMethod = new CurrentPhaseState(StateEndOfTurn); CurrentlySelectedUnit.EndTurn(); BoardManager.instance.EndTurn(); CurrentPhase = PhaseState.EndOfTurn; }
public void ChangePhase(PhaseState phase) { currentPhase = phase; int layerDefault = LayerMask.NameToLayer("Default"); int layerEnemyRed = LayerMask.NameToLayer("EnemyRed"); int layerEnemyBlue = LayerMask.NameToLayer("EnemyBlue"); if (phase == PhaseState.Red) { Physics2D.IgnoreLayerCollision(layerDefault, layerEnemyRed, true); Physics2D.IgnoreLayerCollision(layerDefault, layerEnemyBlue, false); phaseMusic.PlayRedTrack(); } else if (phase == PhaseState.Blue) { Physics2D.IgnoreLayerCollision(layerDefault, layerEnemyRed, false); Physics2D.IgnoreLayerCollision(layerDefault, layerEnemyBlue, true); phaseMusic.PlayBlueTrack(); } foreach (PhasedGameObject phasedObject in FindPhasedGameObjects()) { phasedObject.PlayerPhaseSwitched(phase); } }
void FlushAll() { FlushForUnfinishedGroup(); groupState = GroupingState.None; phaseState = PhaseState.None; field = null; }
void BoundaryValues() { if (groupState == GroupingState.Finished && phase == string.Empty) { groupState = GroupingState.None; phase = settings.GroupModificator.ToString() + settings.GroupModificator; } if (field != null && phase == string.Empty) { phase = field + settings.SpecificFieldModificator; field = null; } if (phase != string.Empty) { return; } switch (phaseState) { case PhaseState.Include: phase += settings.IncludeModificator; break; case PhaseState.Exclude: phase += settings.ExcludeModificator; break; } phaseState = PhaseState.None; }
public Task <HandOverToPhase1> Phase0Async() { //this.parent.Prime = CryptoHelper.GeneratePrime(); if (this.Phase != PhaseState.Phase0) { throw new InvalidOperationException(); } this.Phase = PhaseState.Phase1; return(Task.Run(() => { var result = new HandOverToPhase1() { Nodes = new NodeToPhase1[this.parent.generatedCryptoNodes.Length], Map = this.parent.PrototypeMap }; for (int i = 0; i < result.Nodes.Length; i++) { var item = this.parent.generatedCryptoNodes[i]; result.Nodes[i] = new NodeToPhase1() { Value = item.TrueNode.Initilize.Phase0(), PrototypeIdNode = item.PrototypeNode.id }; } return result; })); }
public Task <HandOverToPhase2> Phase1Async(HandOverToPhase1 fromPhaseOne) { if (this.Phase != PhaseState.Phase1) { throw new InvalidOperationException(); } this.Phase = PhaseState.Phase2; return(Task.Run(() => { if (!fromPhaseOne.Map.DeepEquals(this.parent.PrototypeMap)) { throw new ArgumentException("Using diferent Maps"); } var result = new HandOverToPhase2() { Nodes = new NodeToPhase2[fromPhaseOne.Nodes.Length] }; for (int i = 0; i < result.Nodes.Length; i++) { var item = fromPhaseOne.Nodes[i]; var cn = this.parent.prototypeIdLookup[item.PrototypeIdNode]; var ownExponented = cn.TrueNode.Initilize.Phase1(item.Value); result.Nodes[i] = new NodeToPhase2() { OtherExponented = ownExponented, PrototypeIdNode = cn.PrototypeNode.id }; } return result; })); }
public void SetPhaseState(PhaseState state) { m_currentState = state; foreach (StoplightController s in m_stoplights) { s.ChangeLight(m_currentState); } }
private IEnumerator SwitchToTwoThree() { yield return(new WaitForSeconds(secBeforeHurtAnim)); bossAnim.SetTrigger("Hurt"); currentPhase = PhaseState.TwoThree; yield return(new WaitForSeconds(secondsBetweenStateChange)); }
/// <summary> /// Set the current state to select an attack /// </summary> void EnterStateTargetAttack() { currentPhaseStateMethod = new CurrentPhaseState(StateTargetAttack); CombatUIManager.instance.StartTargetAttackPhase(); CurrentPhase = PhaseState.TargetAttack; }
// // Constructors. // public StBarrier(int partners, Action<object> ppha, object pphaCtx) { if (partners < 1 || partners > MAX_PARTNERS) { throw new ArgumentOutOfRangeException("\"partners\" is non-positive or greater 32767"); } pphAction = ppha; pphActionContext = pphaCtx; phState = new PhaseState(partners << PARTNERS_SHIFT); }
/// <summary> /// Set current state to performing a QTE /// </summary> void EnterStateAttackQTE() { currentPhaseStateMethod = new CurrentPhaseState(StateAttackQTE); CurrentlySelectedUnit.AbilityActivator.FinishAbility(); CurrentPhase = PhaseState.AttackQTE; }
public void InitializeExploration() { Debug.Log("탐사 초기화"); phaseState = PhaseState.FinishingExploration; ChangeRegion(null, "도시"); SelectEvent(startingEvent); AppearEvent(_currentEvent); }
public TraySection ConnectFeed(MaterialStream stream, int stage, PhaseState phase = PhaseState.LiquidVapor) { _feeds.Add(new TrayConnectivity() { Stage = stage, Stream = stream, Phase = phase }); Connect("Feeds", stream); return(this); }
// // Start a new phase. // private void NewPhase() { phNumber++; PhaseState phs = phState; phState = new PhaseState(phs.state & PARTNERS_MASK); phs.waitEvent.Set(); return; }
/// <summary> /// Enter state while waiting for enemy team to go /// </summary> void EnterStateEnemyTurn() { currentPhaseStateMethod = new CurrentPhaseState(StateEnemyTurn); CombatUIManager.instance.StartEnemyTurnPhase(); CurrentlySelectedUnit = null; AIManager.StartEnemyTurn(); CurrentPhase = PhaseState.EnemyTurn; }
// // Constructors. // public StBarrier(int partners, Action <object> ppha, object pphaCtx) { if (partners < 1 || partners > MAX_PARTNERS) { throw new ArgumentOutOfRangeException("\"partners\" is non-positive or greater 32767"); } pphAction = ppha; pphActionContext = pphaCtx; phState = new PhaseState(partners << PARTNERS_SHIFT); }
/// <summary> /// Set the current state to select an attack /// </summary> void EnterStateSelectAttack() { currentPhaseStateMethod = new CurrentPhaseState(StateSelectAttack); CombatUIManager.instance.StartSelectAttackPhase(); CurrentlySelectedUnit.AbilityActivator.FinishAbility(); BoardManager.instance.FinishMovement(); CurrentPhase = PhaseState.SelectAttack; }
public void SetProjectionState(PhaseState state) { var starting = _state == PhaseState.Starting && state == PhaseState.Running; _state = state; _processingQueue.SetIsRunning(state == PhaseState.Running); if (starting) { NewCheckpointStarted(LastProcessedEventPosition); } }
/// <summary> /// 다음 탐사 State로 변경한다. /// </summary> private void ChangeToFollowingState() { if (phaseState == PhaseState.FinishingExploration) { phaseState = PhaseState.ItemDiscovery1; } else { phaseState += 1; } }
// Use this for initialization void Start() { normaiState = new NormalPhase(); fastState = new FastPhase(); buttonSwapState = new ButtonSwapPhase(); variatingSizesState = new VariatingSizesPhase(); differentShapesState = new DifferentShapesPhase(); ghostState = new GhostPhase(); currentState = normaiState; }
/// <summary> /// Calculats Z using the other Partys Original Z ^ other Private exponent . After this Initialisation is Finished. /// </summary> /// <param name="exchange">Original Z ^ other Private exponent </param> public void Phase2(BigInteger exchange) { if (this.Phase != PhaseState.Phase2) { throw new InvalidOperationException(); } var combined = BigInteger.ModPow(exchange, this.parent.PrivateExponent, this.parent.Map.Prime); this.parent.Z = combined; this.Phase = PhaseState.Finished; }
/// <summary> /// Set the current state to movement selection /// </summary> void EnterStateMovementSelection() { currentPhaseStateMethod = new CurrentPhaseState(StateMovementSelection); CombatUIManager.instance.StartMovementPhase(); CurrentPhase = PhaseState.SelectMovement; currentMoveDistance = CurrentlySelectedUnit.remainingMoveDistance; if (CurrentlySelectedUnit.CanMove()) { BoardManager.instance.HighlightMovement(currentMoveDistance, CurrentlySelectedUnit.CurrentlyOccupiedHexagon); } CurrentlySelectedUnit.MovementIsDirty = false; }
/// <summary> /// First generate your part of Z and send it to the other Party /// </summary> /// <returns>Your part of Z</returns> public BigInteger Phase0() { if (this.Phase != PhaseState.Phase0) { throw new InvalidOperationException(); } (this.parent.PrivateExponent, this.parent.InverseExponent) = Generate.InversableExponent(parent.Map.Prime); this.initialZ = Generate.Random(this.parent.Map.Prime); // create our part of Z this.Phase = PhaseState.Phase1; return(this.initialZ); }
// // Adds the specified number of partners to the current phase. // public long AddPartners(int count) { if (count < 1 || count > MAX_PARTNERS) { throw new ArgumentOutOfRangeException("\"count\" non-positive or greater than 32767"); } PhaseState phs = phState; do { int s; int partners = (s = phs.state) >> PARTNERS_SHIFT; int arrived = s & ARRIVED_MASK; // // Check if the maximum number of partners will be exceeded. // if (count + partners > MAX_PARTNERS) { throw new ArgumentOutOfRangeException("Barrier partners overflow"); } // // If the current phase is already closed, wait unconditionally // until the phase is started. // if (arrived == partners) { phs.waitEvent.Wait(StCancelArgs.None); // // Get the new phase state and retry. // phs = phState; continue; } // // Update the number of partners and return, if succeed. // int ns = s + (count << PARTNERS_SHIFT); if (Interlocked.CompareExchange(ref phs.state, ns, s) == s) { return(phNumber); } } while (true); }
/// <see cref="IFunctionalService.CreateToState(Guid, string, stateType, string, string)"/> public virtual stateType CreateToState(Guid id, string phaseName, stateType item = null, string zone = null, string context = null) { Job job = repository.Retrieve(id); Phase phase = getPhase(job, phaseName); RightsUtils.CheckRight(phase.StatesRights, new Right(RightType.CREATE, RightValue.APPROVED)); PhaseState state = MapperFactory.CreateInstance <stateType, PhaseState>(item); job.UpdatePhaseState(phaseName, state.Type, state.Description); repository.Save(job); return(MapperFactory.CreateInstance <PhaseState, stateType>(phase.GetCurrentState())); }
virtual protected void onComplete(){ dispatchPhaseComplete(nextPhaseId); state = PhaseState.Inactive; Reset(); }
void OnGamePhaseChanged( PhaseState newPhase ) { }
static PhaseState() { Start = new PhaseState() { State = 0, Name = "开始" }; Saving = new PhaseState() { State = 1, Name = "修改保存" }; SetUp = new PhaseState() { State = 2, Name = "开启" }; FirstVertifying = new PhaseState() { State = 3, Name = "一次审核" }; SecondVertifying = new PhaseState() { State = 4, Name = "二次审核" }; Examing = new PhaseState() { State = 5, Name = "评审" }; Finishing = new PhaseState() { State = 6, Name = "评审结束" }; End = new PhaseState() { State = 7, Name = "结束" }; Dic = new Dictionary<int, PhaseState>(); Dic.Add(Start.State, Start); Dic.Add(Saving.State, Saving); Dic.Add(SetUp.State, SetUp); Dic.Add(FirstVertifying.State, FirstVertifying); Dic.Add(SecondVertifying.State, SecondVertifying); Dic.Add(Examing.State, Examing); Dic.Add(Finishing.State, Finishing); Dic.Add(End.State, End); }
public void Start(DialoguerVariables localVars){ Reset(); _localVariables = localVars; state = PhaseState.Start; }
/// <summary> /// Reads a phase object. /// </summary> public PhaseState ReadPhase(ISystemContext context, BaseObject source) { ushort namespaceIndex = (ushort)context.NamespaceUris.GetIndex(DsatsDemo.Namespaces.DsatsDemo); PhaseState node = new PhaseState(null); node.Create( context, new NodeId("Phases/" + source.BrowseName, namespaceIndex), new QualifiedName(source.BrowseName, namespaceIndex), null, true); if (source.DisplayName != null && source.DisplayName.Length > 0) { node.DisplayName = Import(source.DisplayName); } if (source.Description != null && source.Description.Length > 0) { node.Description = Import(source.Description); } return node; }
virtual protected void onAction(){ state = PhaseState.Complete; }
virtual protected void onStart(){ state = PhaseState.Action; }
public void SetProjectionState(PhaseState state) { _state = state; }