public Usuario(long _codigo, string _nome, StatusDefinition _status, DateTime _dataInicio) { Codigo = _codigo; Nome = _nome; Status = _status; DataInicio = _dataInicio; }
public Empresa(long _codigo, string _razaoSocial, string _cnpjCpf, StatusDefinition _status) { Codigo = _codigo; RazaoSocial = _razaoSocial; CNPJCPF = _cnpjCpf; Status = _status; }
public StatusCommand(Entity applier, Entity target, StatusDefinition definition, int duration, int magnitude) : base(applier) { Target = target; Definition = definition; Duration = duration; Magnitude = magnitude; }
private string CheckProvidedAgainstRequired() { var result = new StringBuilder(); AppendIfNotEmpty(result, FlowConfiguration.Check()); AppendIfNotEmpty(result, BookingTypes.Check()); AppendIfNotEmpty(result, StatusDefinition.Check()); AppendIfNotEmpty(result, Dependency.Check()); AppendIfNotEmpty(result, LogicComponent.Check()); return(result.ToString()); }
public void StatusCommandTest() { GameObject mockGo = new GameObject(); Locator.Scheduler = mockGo.AddComponent <TurnScheduler>(); Entity actor = new Entity(new Status()) { Name = "TEST_ENTITY" }; StatusDefinition momentum = StatusDefinition.statuses["Status_Momentum"]; StatusCommand cmd = new StatusCommand(null, actor, momentum, 300, 1); CommandResult result = cmd.Execute(); Assert.True(Status.IsAffectedBy(actor, momentum)); Assert.True(result == CommandResult.Succeeded); }
internal void RequireStatusDefinition(string source, StatusDefinition statusDefinition) { StatusDefinition.Require(source, statusDefinition); }
internal void ProvideStatusDefinition(string source, StatusDefinition statusDefinition) { StatusDefinition.Provide(source, statusDefinition); }