public DeployCompletedEvent(string unitName, DeployedVersion version, UnitStatus status) { eventName = "deployCompleted"; this.unitName = unitName; this.version = version.VersionNumber; this.branch = version.VersionBranch; this.status = status.ToString(); }
public DeployCompletedEvent(string unitName, DeployedVersion version, UnitStatus status) { eventName = "deployCompleted"; this.unitName = unitName; this.version = version.VersionNumber; this.branch = version.VersionBranch; this.status = status.ToString(); this.userId = version.UserId; this.userName = version.UserName; }
public UnitStatusChangedEvent(string unitName, UnitStatus status) { this.eventName = "unitStatusChanged"; this.unitName = unitName; this.status = status.ToString(); }
IEnumerator ActivateUnit() { //Debug.Log("ActivateUnit"); // Wait while all previously triggered actions are complete //while (queueIsActive) //{ // Debug.Log("Queue is active"); // yield return new WaitForSeconds(1f); //} //// Set Queue is active flag //queueIsActive = true; UnitStatus unitStatus = ActiveUnitUI.LPartyUnit.UnitStatus; switch (unitStatus) { case UnitStatus.Active: // Activate highlights of which cells can or cannot be targeted // Trigger event for all required listeners CoroutineQueueManager.Run(TriggerNewUnitHasBeenActivatedEvent()); // SetHighlight(); // verify if active unit's party panel is AI controlled => faction not equal to player's faction if (ActiveUnitUI.GetUnitPartyPanel().IsAIControlled) { // give control to battle AI CoroutineQueueManager.Run(battleAI.Act()); } else { // wait for user to act } // canActivate = true; break; case UnitStatus.Escaping: // If there were debuffs applied and unit has survived, // then unit may escape now // Escape unit CoroutineQueueManager.Run(EscapeUnit()); break; case UnitStatus.Dead: // This unit can't act any more // This can happen here due to applied debuffs // Skip post-move actions and Activate next unit // canActivate = ActivateNextUnit(); ActivateNextUnit(); break; case UnitStatus.Waiting: case UnitStatus.Escaped: Debug.LogError("This status [" + unitStatus.ToString() + "] should not be here."); break; default: Debug.LogError("Unknown unit status " + unitStatus.ToString()); break; } // Unblock mouse input // InputBlocker inputBlocker = transform.root.Find("MiscUI/InputBlocker").GetComponent<InputBlocker>(); InputBlocker.SetActive(false); Debug.Log("Unit has been activated"); yield return(null); }
public UnitStatusChangedEvent(string unitName, UnitStatus status) { this.eventName = "unitStatusChanged"; this.unitName = unitName; this.status = status.ToString(); }