/// <summary> /// </summary> /// <param name="entity"/> /// <returns/> public bool OnAfterLoad_ActInfo(ActInfo entity) { try { if (string.IsNullOrEmpty(entity.PRODUCT_ID)) { return(false); } MicronBEAssyWipInfo wipInfo = new MicronBEAssyWipInfo(); wipInfo.LineID = entity.LINE_ID; wipInfo.WipProductID = entity.PRODUCT_ID; wipInfo.UnitQty = (double)entity.ACT_QTY; wipInfo.LotID = "ACT"; MicronBEAssyPlanWip actWip = new MicronBEAssyPlanWip(wipInfo); actWip.LotID = wipInfo.LotID; IComparable key = actWip.GetWipInfo().WipProductID; InputMart.Instance.MicronBEAssyActPlanWips.Add(key, actWip); return(false); } catch (Exception e) { WriteHelper.WriteErrorHistory(ErrorLevel.FATAL, string.Format("ErrorMessage : {0} MethodName : {1}", e.Message, System.Reflection.MethodInfo.GetCurrentMethod().Name)); return(false); } }
public void damageAnimationFinished(string name) { waitingCharacterDamaged--; if (waitingCharacterDamaged == 0) { actingCharacter = null; combatUIManager.isATBTimeFlowing = true; //ATB can now flow again } }
private async Task <Guid> GivenAct() { var actGuid = Guid.NewGuid(); var actModel = new ActInfo { ActGuid = actGuid }; await actCommands.SaveAct(actModel); return(actGuid); }
private ActInfo ActModelWith(Guid actGuid, string title, long lastModifiedTicks = 0) { var sha512 = HashAlgorithm.Create(HashAlgorithmName.SHA512.Name); var imageHash = sha512.ComputeHash(Encoding.UTF8.GetBytes(title)); var actModel = new ActInfo { ActGuid = actGuid, Title = title, ImageHash = Convert.ToBase64String(imageHash), LastModifiedTicks = lastModifiedTicks }; return(actModel); }
public void act(ActInfo actInfos) { currentAct = actInfos; switch (currentAct.actType) { case (ActType.Attack): attack(); break; case (ActType.Skill): useSkill(); break; default: Debug.Log("WARNING: Act Type " + actInfos.actType + "has no animation "); break; } }
private void Update() { if (actingCharacter == null && charactersWaitingToAct.Count > 0) { actingCharacter = charactersWaitingToAct.Dequeue(); //we addd every targets of the act into the damagedTargets waitingCharacterDamaged = actingCharacter.damagesInfo.Count; //send the act to the component in charge of the animation foreach (CharacterCombat characterCombat in combatUIManager.getCharactersCombat()) { if (characterCombat.getCharacName() == actingCharacter.characterName) { characterCombat.act(actingCharacter); combatUIManager.isATBTimeFlowing = false; //we stop ATB during attack animation } } } }