//method that starts a new scenario: public void ActivateScenario(Scenario scenario) { if (!scenario || status == ScenarioStatus.success || status == ScenarioStatus.failed) //if there was an active scenario that ended, do not proceed { return; } menu.SetActive(false); //start by hiding the menu if (status == ScenarioStatus.active && this.scenario) //if there was an active scenario already { CustomEvents.OnScenarioFail(scenario); //mark scenario as failed scenario.GetMission(currMissionID).Disable(); //disable the last active mission in that scenario } //assign new scenario this.scenario = scenario; currMissionID = -1; menu.SetActive(true); //show the scenario menu EnableNext(); //enable the first mission status = ScenarioStatus.active; //this mission scenario is now active CustomEvents.OnScenarioStart(scenario); //trigger custom event enabled = true; //enable this component }
public ScenarioInfo(ScenarioData data, List <Item> rewards, List <Behaviour> monsterModifiers, ScenarioStatus status) { this.Data = data; this.Rewards = rewards; this.MonsterModifiers = monsterModifiers; this.Status = status; }
//called when one of the missions has failed public void OnFailed() { status = ScenarioStatus.failed; CustomEvents.OnScenarioFail(scenario); //trigger custom event scenario.GetMission(currMissionID).Disable(); //disable the last active mission gameMgr.LooseGame(); //player loses the game }
public void StartScenario() { status = ScenarioStatus.IN_PROGRESS; active = true; if (type != null && type == ScenarioType.NOTIFICATION) { // Send scenario to NPC manager for notification popup and execution NPCController.Instance.ShowScenarioNotification(this); } else { ExecuteScenario(); } }
//called when all of the missions in the scenario are completed public void OnSuccess() { currMissionID--; //so we can see the last mission on the UI menu RefreshUI(); status = ScenarioStatus.success; CustomEvents.OnScenarioSuccess(scenario); //trigger custom event gameMgr.WinGame(); //player wins the game if (save) //if saving is enabled { MissionSaveLoad.SaveScenario(scenario.GetCode(), true); } }
public void SetSuccess(ScenarioStatus status) { if (status == ScenarioStatus.Success) { image.color = new Color(0, 1, 0, .2f); clickColor = new Color(0, 1, 0, 1); } else if (status == ScenarioStatus.Failure) { image.color = new Color(1, 0, 0, .2f); clickColor = new Color(1, 0, 0, 1); } else { image.color = new Color(1, 1, 1, .2f); clickColor = new Color(1, 1, 1, 1); } }
public static ProfileCampaign ReadFrom(PrimitiveReader reader) { ProfileCampaign campaign = new ProfileCampaign(); campaign.Name = reader.ReadFixedString(nameLength, Utils.TextEncoding); campaign.Count1 = reader.ReadUInt32(); campaign.ScenariosCount = reader.ReadUInt32(); campaign.Count2 = reader.ReadUInt32(); campaign.Unknown1 = reader.ReadUInt32(); campaign.Unknown2 = reader.ReadUInt32(); ScenarioStatus[] statuses = new ScenarioStatus[(int)campaign.ScenariosCount]; for (int i = 0; i < statuses.Length; i++) { statuses[i] = (ScenarioStatus)reader.ReadUInt8(); } campaign.Statuses = statuses; return(campaign); }
public List <ScenarioStatus> getScenarioStatus(string runName) { List <ScenarioStatus> scenarioStatuses = new List <ScenarioStatus>(); string[] queryParams = new string[] { runName }; string query = QueryHelperService.QueryDictionary["GetScenarioStatus"]; var parsedQuery = string.Format(query, queryParams); using (SqlConnection conn = new SqlConnection(_connectionString)) { using (SqlCommand command = new SqlCommand(parsedQuery, conn)) { conn.Open(); using (var reader = command.ExecuteReader()) { while (reader.HasRows) { while (reader.Read()) { var scenarioStatus = new ScenarioStatus(); scenarioStatus.ScenarioName = reader.GetString(0); scenarioStatus.ModuleName = reader.GetString(1); scenarioStatus.TimeTakenInMinutes = reader.GetDecimal(2); scenarioStatuses.Add(scenarioStatus); } reader.NextResult(); } } } } return(scenarioStatuses); }
void SetStatus(ScenarioStatus status) { Events.Add(new ScenarioEvent(status)); }
public bool HasAnyScenarios(ScenarioStatus scenarioStatus) { return _stories.Any(s => s.HasAnyScenarios(scenarioStatus)); }
public List<ScenarioResult> ScenariosByStatus(ScenarioStatus status) { return Scenarios.Where(s => s.Status == status).ToList(); }
public bool HasAnyScenarios(ScenarioStatus scenarioStatus) { return _scenarios.Any(s => s.Status == scenarioStatus); }
public void AddLine(ScenarioStatus status, string text) { _lines.Add(new ScenarioLineResult {Status = status, Text = text}); }
public ScenarioEvent(ScenarioStatus status) { TimeStamp = DateTime.Now; Status = status; }
public void Pending_scenario_step() { ScenarioStatus.Pending(); }
public void ExecuteScenario() { executor.execute(); status = ScenarioStatus.COMPLETE; active = false; }