protected override void SwitchToState(int newState, out ViewBase newView, out WizardState wizardState) { int oldState = this.State; IntermediateClassWizardModel model = (IntermediateClassWizardModel)this.Model; if (newState == 1) { model.Index = 0; base.LastState = 2; } if (newState == 0) { base.LastState = 2; if (model.Index == 1) { model.Index = 0; newState = 1; } } if (newState == 2) { model.Index = 1; newState = 1; base.LastState = 1; } base.SwitchToState(newState, out newView, out wizardState); }
protected override void SwitchToState(int newState, out ViewBase newView, out WizardState wizardState) { int oldState = this.State; ForeignKeyWizModel model = (ForeignKeyWizModel)this.Model; FkRelation fkRelation = (FkRelation)model.RelationNode.Relation; if (fkRelation.RelationDirection == RelationDirection.DirectedToMe && newState == 1) { // skip state 1 if (State == 0) { newState = 2; } if (State == 2) { newState = 0; } } if (fkRelation.RelationDirection == RelationDirection.DirectedFromMe && newState == 2) { // skip state 2 if (State == 1) { newState = 3; } if (State == 3) { newState = 1; } } base.SwitchToState(newState, out newView, out wizardState); }
void wizard_ActiveStepChanged(object sender, EventArgs e) { var wiz = (Wizard)sender; switch (wiz.ActiveStepIndex) { case 0: // set workspace list control selectedvalue and selectedindex break; case 1: NewWorkspaceTypeNameControl.Text = WizardState.GetSelectedWorkspaceName(); WorkspaceNewNameControl.Text = WizardState.WorkspaceNewName; WorkspaceNewDescriptionControl.Text = WizardState.WorkspaceNewDescription; break; case 2: var setting = WizardState; var headerString = String.Format(@"the wizard is creating your '{0}' workspace named '{1}'.", setting.GetSelectedWorkspaceName(), setting.WorkspaceNewName); ProgressHeaderLabel.Text = headerString; break; case 3: CreateNewWorkspace(); break; } }
protected virtual void SwitchToState(int newState, out ViewBase newView, out WizardState wizardState) { // int oldState = this.state; this.state = newState; //System.Diagnostics.Debug.WriteLine(oldState.ToString() + "->" + state + "/" + lastState); if (frame != null) { int step = state + 1; frame.Text = title + " Step " + step.ToString(); } newView = (ViewBase)Activator.CreateInstance((Type)viewTypes[state], new object[] { model }); if (state == 0) { wizardState = WizardState.First; if (lastState == 0) { wizardState &= (~WizardState.Next); wizardState |= (WizardState.Finish); } } else if (state == lastState) { wizardState = WizardState.Last; if (lastState == 0) { wizardState &= (~WizardState.Back); } } else { wizardState = WizardState.Middle; } }
public CalibrationForm() { InitializeComponent(); wizardState = WizardState.START; //bc.ctl.open(); }
private void IntializeStateTexts() { mCurrentState = WizardState.Introduction; // NOTE: The line returns are to reserve space for the label word wraps to work correctly. mStateHelpTexts[WizardState.Introduction] = "This simple wizard will walk you through the initial setup process for the SDK. " + "If you have any questions please visit our website (link below).\n\n"; mStateHelpTexts[WizardState.Setup] = "The first step is to ensure that you have registered an account with KnetikCloud. " + "Once you have an account you must setup an application on the KnetikCloud website.\n\n"; mStateHelpTexts[WizardState.AppName] = "Once you have created an application enter the name in the 'App Name' project setting field.\n\n"; mStateHelpTexts[WizardState.ClientId] = "The next step is to create a client ID and enter it in the 'Client ID' project setting field.\n\n"; mStateHelpTexts[WizardState.ClientCredentials] = "Optional: If the application is setup to use a client secret then enter it in the 'Client Secret' project setting field.\n\n"; mStateHelpTexts[WizardState.UserCredentials] = "Optional: If the application is setup to use user id/passwords then enter your own user id/password combination in the 'User Credentials' settings section.\n\n"; mStateHelpTexts[WizardState.MonoBehaviour] = "Once you have configured the project you need to add the 'KnetikClient' behaviour to an object in your game scene. " + "Once it is initialized it will fire a 'KnetikClientReadyResponseEvent'. " + "You can then access it via the KnetikClient.DefaultClient static member to authenticate via the provided API.\n\n\n\n"; }
public Wizard(Vector2 position, Texture2D image, Vector2 scale, List <Frame> frames, float JumpPower, TimeSpan frameRate) : base(frames, position, image, 0, scale, SpriteEffects.None, Color.White, frameRate) { jumpPower = JumpPower; ground = position.Y + FrameHeight / 2; wizardState = WizardState.Idle; }
void DoCupRecover() { state = WizardState.Idle; motor.DoCupRecover(); Invoke("NextDecision", 2.0f); }
public override void PlayerPunched(int damage, PlayerPunch punch) { if (state == WizardState.PickingCups) { if (motor.IsRealCupInFront()) { Invoke("DoCupRecover", 4.0f); motor.DoCupStun(); } else { state = WizardState.Idle; DoScreenSweep(); } } if (state == WizardState.CupStunned) { healthPool -= damage; healthBar.updateHealth(healthPool); CamShake.AddTrauma(0.2f); audioSource.PlayOneShot(hurtSound); if (healthPool < 0) { DoDie(); } else { motor.DoCupHurt(); } } }
void SwitchToState(State newState, out ViewBase newView, out WizardState wizardState) { this.state = newState; switch (this.state) { case State.ConnectionType: newView = new AssemblyWiz1(model); wizardState = WizardState.First; break; case State.ConnectionString: newView = new AssemblyWiz2(model); wizardState = WizardState.Middle; break; case State.Namespace: newView = new AssemblyWiz3(model); wizardState = WizardState.Middle; break; case State.ProjectDir: newView = new AssemblyWiz2(model); wizardState = WizardState.Last; break; default: throw new Exception("Wrong state"); break; } }
public void Start(T data) { _data = data; CurrentState = WizardState.InProgress; _currentStep = 0; _display.Clear(); _steps[_currentStep].Initialize(_display, _font); }
private void SetWizardState(WizardState value) { wizardState = value; this.btnBack.Enabled = (wizardState & WizardState.Back) != 0; this.btnForward.Enabled = (wizardState & WizardState.Next) != 0; this.btnCancel.Enabled = (wizardState & WizardState.Cancel) != 0; this.btnFinish.Enabled = (wizardState & WizardState.Finish) != 0; }
public CastingWizardState(Wizard w, Ability a, WizardState ret) : base(w) { allowsmovement = false; allowsabilities = false; ab = a; returnstate = ret; }
public CastIntoState(Wizard w, Ability a, WizardState s) : base(w) { allowsmovement = false; allowsabilities = false; nextstate = s; ab = a; }
void DoCups() { player.ClearInputQueue(); player.canPunch = false; player.canDodge = false; swaps = 0; state = WizardState.Cups; motor.DoCups(); }
void DoPickingCups() { state = WizardState.PickingCups; player.canPunch = true; player.canDodge = true; swaps = 0; motor.SetSwapSpeed(0.2f, 0.4f, 0.4f); NextDecision(); }
public CastIntoEffect(Wizard w, Ability a, WizardEffect e, WizardState ret) : base(w) { allowsmovement = false; allowsabilities = false; effect = e; ab = a; retrn = ret; }
private void StartOver() { this.panelContainer.Controls.Remove(this.authorizationForm); this.panelContainer.Controls.Remove(this.selectionForm); this.panelContainer.Controls.Remove(this.successForm); this.buttonNext.Text = "Next"; this.buttonNext.Enabled = true; this.buttonCancel.Visible = true; this.wizardState = WizardState.UrlEntry; this.panelContainer.Controls.Add(this.selectionForm); }
// display valid movements public void DisplayMovement() { HideSpellTiles(); int movementValue = m_CurrentTile.m_Value; // get movement value for turn // check wether movement is within boundaries, and whether next tile in all 4 directions is valid if (m_CurrentX + movementValue < 5 && !m_TileMap [m_CurrentY].m_Tiles [m_CurrentX + movementValue].GetComponent <TileManager>().m_Player&& m_TileMap [m_CurrentY].m_Tiles [m_CurrentX + movementValue].GetComponent <TileManager>().m_Value < 5 && m_TileMap [m_CurrentY].m_Tiles [m_CurrentX + movementValue].GetComponent <TileManager>().m_Value > 0) { m_MovementIndicators [0].transform.position = m_TileMap [m_CurrentY].m_Tiles [m_CurrentX + movementValue].transform.position; m_MovementIndicators [0].gameObject.SetActive(true); } if (m_CurrentX - movementValue >= 0 && !m_TileMap [m_CurrentY].m_Tiles [m_CurrentX - movementValue].GetComponent <TileManager>().m_Player&& m_TileMap [m_CurrentY].m_Tiles [m_CurrentX - movementValue].GetComponent <TileManager>().m_Value < 5 && m_TileMap [m_CurrentY].m_Tiles [m_CurrentX - movementValue].GetComponent <TileManager>().m_Value > 0) { m_MovementIndicators [1].transform.position = m_TileMap [m_CurrentY].m_Tiles [m_CurrentX - movementValue].transform.position; m_MovementIndicators [1].gameObject.SetActive(true); } if (m_CurrentY + movementValue < 5 && !m_TileMap [m_CurrentY + movementValue].m_Tiles [m_CurrentX].GetComponent <TileManager>().m_Player&& m_TileMap [m_CurrentY + movementValue].m_Tiles [m_CurrentX].GetComponent <TileManager>().m_Value < 5 && m_TileMap [m_CurrentY + movementValue].m_Tiles [m_CurrentX].GetComponent <TileManager>().m_Value > 0) { m_MovementIndicators [2].transform.position = m_TileMap [m_CurrentY + movementValue].m_Tiles [m_CurrentX].transform.position; m_MovementIndicators [2].gameObject.SetActive(true); } if (m_CurrentY - movementValue >= 0 && !m_TileMap [m_CurrentY - movementValue].m_Tiles [m_CurrentX].GetComponent <TileManager>().m_Player&& m_TileMap [m_CurrentY - movementValue].m_Tiles [m_CurrentX].GetComponent <TileManager>().m_Value < 5 && m_TileMap [m_CurrentY - movementValue].m_Tiles [m_CurrentX].GetComponent <TileManager>().m_Value > 0) { m_MovementIndicators [3].transform.position = m_TileMap [m_CurrentY - movementValue].m_Tiles [m_CurrentX].transform.position; m_MovementIndicators [3].gameObject.SetActive(true); } // if any movements are valid, return foreach (GameObject movement in m_MovementIndicators) { if (movement.activeInHierarchy) { return; } } // if no movements are valid, game over for player m_AudioPlayer.PlayOneShot(m_DeathSound); m_State = WizardState.Dead; m_Manager.GameOver(); }
public override void Update(GameTime gameTime) { keyboardState = Keyboard.GetState(); if (keyboardState.IsKeyDown(Keys.D) || keyboardState.IsKeyDown(Keys.Right)) { if (prevKeyboardState.IsKeyUp(Keys.A) || prevKeyboardState.IsKeyUp(Keys.Left)) { spriteEffects = SpriteEffects.None; wizardState = WizardState.Walking; } } else if (keyboardState.IsKeyDown(Keys.A) || keyboardState.IsKeyDown(Keys.Left)) { spriteEffects = SpriteEffects.FlipHorizontally; wizardState = WizardState.Walking; if (prevKeyboardState.IsKeyUp(Keys.D) || prevKeyboardState.IsKeyUp(Keys.Right)) { spriteEffects = SpriteEffects.FlipHorizontally; } } else { wizardState = WizardState.Idle; } if (!isAir && keyboardState.IsKeyDown(Keys.Space)) { wizardState = WizardState.Jumping; speed = jumpPower; isAir = true; } if (isAir) { Position.Y -= speed; speed -= gravity; if (Position.Y + FrameHeight / 2 > ground) { Position.Y = ground - FrameHeight / 2; isAir = false; } } if (wizardState.Equals(WizardState.Jumping) || wizardState.Equals(WizardState.Walking)) { base.Update(gameTime); } }
public void Back(out ViewBase newView, out WizardState wizardState) { switch (state) { case State.ProjectDir: SwitchToState(State.ConnectionString, out newView, out wizardState); break; default: throw new Exception("Wrong state"); break; } }
public Wizard(PiTopModule module, IWizardStep <T>[] steps) { _steps = steps; _display = module.Display; module.UpButton.PressedChanged += (sender, pressed) => { if (pressed) { steps[_currentStep].Up(); } }; module.DownButton.PressedChanged += (sender, pressed) => { if (pressed) { steps[_currentStep].Down(); } }; module.SelectButton.PressedChanged += (sender, pressed) => { steps[_currentStep].Confirm(_data); var nextStep = _currentStep + 1; if (nextStep < steps.Length) { _currentStep = nextStep; steps[_currentStep].Initialize(_display, _font); } else { _display.Draw((context, cr) => { context.Clear(Color.Black); var rect = TextMeasurer.Measure("Done!", new RendererOptions(_font)); var x = 1; var y = 1; context.DrawText("Done!", _font, Color.Aqua, new PointF(x, y)); }); CurrentState = WizardState.Completed; } }; module.CancelButton.PressedChanged += (sender, pressed) => { _display.Draw((context, cr) => { context.Clear(Color.Black); var rect = TextMeasurer.Measure("Cancelled.", new RendererOptions(_font)); var x = 1; var y = 1; context.DrawText("Cancelled.", _font, Color.Aqua, new PointF(x, y)); }); CurrentState = WizardState.Cancelled; }; }
// Update is called once per frame void Update() { // select animation set switch (m_State) { case WizardState.Idle: // idle animation loops m_IdleAnimation.enabled = true; m_DeathAnimation.enabled = false; m_MovingAnimation.enabled = false; m_CastingAnimation.enabled = false; break; case WizardState.Casting: m_CastingAnimation.enabled = true; m_DeathAnimation.enabled = false; m_MovingAnimation.enabled = false; m_IdleAnimation.enabled = false; // casting animation reverts to idle when done if (m_CastingAnimation.m_AnimationFinished) { m_State = WizardState.Idle; } break; case WizardState.Moving: m_MovingAnimation.enabled = true; m_DeathAnimation.enabled = false; m_IdleAnimation.enabled = false; m_CastingAnimation.enabled = false; // moving animation reverts to idle when done if (m_MovingAnimation.m_AnimationFinished) { m_State = WizardState.Idle; } break; case WizardState.Dead: // death animation stops after one loop m_DeathAnimation.enabled = true; m_MovingAnimation.enabled = false; m_IdleAnimation.enabled = false; m_CastingAnimation.enabled = false; break; } }
/// <summary> /// Sets the wizard state flag. /// </summary> protected void SetState() { if (_pluginList.Count - 1 == _position) { _state = WizardState.End; } else if (_position == 0) { _state = WizardState.Start; } else { _state = WizardState.Middle; } }
public void SaveWizardState(WizardState <WizardStep> state) { var user = manager.GetUserAsync(this.httpContextAccessor.HttpContext.User).Result; if (user == null) { throw new UnauthorizedAccessException(); } var json = JsonConvert.SerializeObject(state); user.WizardState = json; IdentityResult result = this.manager.UpdateAsync(user).Result; this.context.SaveChanges(); }
protected override void SwitchToState(int newState, out ViewBase newView, out WizardState wizardState) { int oldState = this.State; IntermediateTableWizardModel model = (IntermediateTableWizardModel)this.Model; RelationDirection dir = model.IntermediateTableNode.IntermediateTable[0].RelationDirection; if (dir == RelationDirection.DirectedFromMe) { base.LastState = 2; } else { base.LastState = 3; } // State 2 is shared, state 3 is a dummy. // State 2: Index = 0 // State 3: Index = 1 if (newState == 2) // means: State == 1 { if (dir == RelationDirection.DirectedToMe) { // Skip State 2, Index 0 model.Index = 1; base.LastState = 2; } else { model.Index = 0; } } if (newState == 1 && State == 2 && model.Index == 1 && dir != RelationDirection.DirectedToMe) { newState = 2; model.Index = 0; } if (newState == 3) { // dir == RelationDirection.DirectedFromMe shouldn't occur newState = 2; model.Index = 1; base.LastState = 2; } base.SwitchToState(newState, out newView, out wizardState); }
void SwitchState() { switch (currentState) { case WizardState.STATE_CALM: if (HP * 2 == MaxHP) { nextState = WizardState.STATE_ANGRY; animator.SetBool("Angry", true); } break; case WizardState.STATE_ANGRY: break; } currentState = nextState; }
public void Move(int x, int y) { // grab reference to next tile TileManager nextTile = m_TileMap [y].m_Tiles[x].GetComponent <TileManager> (); // previous tile no longer contains a player m_CurrentTile.m_Player = false; // move to new square this.transform.position = nextTile.transform.position; nextTile.m_Player = true; m_CurrentTile = nextTile; m_CurrentX = x; m_CurrentY = y; m_State = WizardState.Moving; // trigger animation m_AudioPlayer.PlayOneShot(m_MoveSound); DisplaySpellTiles(); // go to next stage }
public void Next(out ViewBase newView, out WizardState wizardState) { switch (state) { case State.ConnectionType: SwitchToState(State.ConnectionString, out newView, out wizardState); break; case State.ConnectionString: SwitchToState(State.Namespace, out newView, out wizardState); break; case State.Namespace: SwitchToState(State.ProjectDir, out newView, out wizardState); break; default: throw new Exception("Wrong state"); break; } }
void Awake() { calledOnce = true; doOnce = false; animator = (Animator)gameObject.GetComponent <Animator>(); m_RigidBody2D = (Rigidbody2D)gameObject.GetComponent <Rigidbody2D>(); pouch = (GoldPouch)gameObject.GetComponent <GoldPouch>(); RecoverTimer = 0; recoveryDone = true; AttackTimer = 0; ShootCoolDownInterval = 0; fireBalls = 0; GroundPounds = 0; facingRight = false; prevFace = false; initPosition = gameObject.transform; currentState = WizardState.STATE_CALM; nextState = currentState; currentAttackState = WizardAttackState.STATE_RECOVERY; nextAttackState = WizardAttackState.STATE_RECOVERY; }
public StartPageViewModel(WizardState state) { _state = state; }
public FinishPageViewModel(WizardState state) { State = state; }
public EventStoreConnectionPageViewModel(WizardState state) { _state = state; }