public void UpdateState(FlowNodeInstance instance, ActivityStates state, string message = null) { var evt = new ActivityStateUpdatedEvent(Guid.NewGuid().ToString(), AggregateId, Version + 1, instance.EltId, state, message, DateTime.UtcNow); Handle(evt); DomainEvents.Add(evt); }
private void LockScreenActivity_OnActivityStateChanged(object sender, Activities.ActivitiesEventArgs.LockScreenLifecycleEventArgs e) { switch (e.State) { case ActivityStates.Paused: if (floatingNotificationView.Visibility == ViewStates.Visible) { floatingNotificationView.Visibility = ViewStates.Invisible; } break; case ActivityStates.Resumed: //? break; case ActivityStates.Destroyed: if (floatingNotificationView.Visibility == ViewStates.Visible) { floatingNotificationView.Visibility = ViewStates.Invisible; } break; default: break; } currentActivityState = e.State; }
/// <summary> /// Changes the animation of player based on activity state. /// </summary> private void SetMovementAnimation() { ActivityStates act = m_Controller.activity; switch (act) { case (ActivityStates.Idle): // Play idle animation. m_Animator.SetInteger(m_aParams.horizontalSpeed, 0); m_Animator.SetInteger(m_aParams.verticalSpeed, 0); break; case (ActivityStates.Moving): // Play moving animation. // First check the direction of player if (m_Controller.direction == Directions.Up) { m_Animator.SetInteger(m_aParams.verticalSpeed, 1); } if (m_Controller.direction == Directions.Down) { m_Animator.SetInteger(m_aParams.verticalSpeed, -1); } if (m_Controller.direction == Directions.Right) { m_Animator.SetInteger(m_aParams.horizontalSpeed, 1); } if (m_Controller.direction == Directions.Left) { m_Animator.SetInteger(m_aParams.horizontalSpeed, -1); } break; } }
public ActivityStateUpdatedEvent(string id, string aggregateId, int version, string flowNodeInstanceId, ActivityStates state, string message, DateTime updateDateTime) : base(id, aggregateId, version) { FlowNodeInstanceId = flowNodeInstanceId; State = state; Message = message; UpdateDateTime = updateDateTime; }
private void Excite() { state = ActivityStates.excited; fireflies.Play(); var main = fireflies.main; main.simulationSpeed = 10F; }
protected internal virtual ActivityEntity UpdateEntity(IAuthUser dealer) { this.Entity.Variables = this.Variables.ToString(); this.Entity.Outputs = this.Outputs.ToString(); this.Entity.Status = this.Status; this.Entity.DealedBy = dealer.UserId; this.Entity.DealerInfo = dealer.UserInfo; this.Entity.DealTime = DateTime.Now; return(this.Entity); }
/// <summary> /// Checks and sets current activity state of player. /// </summary> private void SetActivityState() { #if UNITY_STANDALONE float actY = m_Input.verticalAxisValue; float actX = m_Input.horizontalAxisValue; if ((actX != 0.0f) || (actY != 0.0f)) { activity = ActivityStates.Moving; } else { activity = ActivityStates.Idle; } #endif }
//------------------------------------------------------------------------------------------------ // Purpose : Toggles the state of console. // Call this from button click event. //------------------------------------------------------------------------------------------------ public void ToggleState() { switch (currentState) { case ActivityStates.STATE_OPEN: currentState = ActivityStates.STATE_CLOSE; this.gameObject.SetActive(false); break; case ActivityStates.STATE_CLOSE: this.gameObject.SetActive(true); currentState = ActivityStates.STATE_OPEN; break; } }
public void NotifyActivityStateChange(Type activity, ActivityStates activityState) { //Perform a search, and remove. foreach (var item in Activities) { if (item.Item1 == activity) { Activities.Remove(item); break; } } Activities.Add(new Tuple <Type, ActivityStates>(activity, activityState)); ActivityStateChanged?.Invoke(this, new ActivityStateChangedEventArgs { Activity = activity, State = activityState }); }
public void UpdateState(ActivityStates state, DateTime updateDateTime, string message = null) { ActivityStates.Add(new ActivityStateHistory(state, updateDateTime, message)); ActivityState = state; }
public ActivityStateHistory(ActivityStates state, DateTime executionDateTime, string message = null) { State = state; ExecutionDateTime = executionDateTime; Message = message; }
private void LockScreenActivity_OnActivityStateChanged(object sender, LockScreenLifecycleEventArgs e) { currentActivityState = e.State; }
private void Calm() { state = ActivityStates.calm; fireflies.Stop(); timeSincePlayerClose = 0F; }
void TryFinish() { if (this.FinishConstraint != null) { #region 有后置条件 if (!this.FinishConstraint(this)) { #region 后置条件不满足,转换activity的状态为WaitingFinish,等待下次执行 this.SyncObject.EnterWriteLock(); try { this._State = ActivityStates.WaitingFinish; } finally { this.SyncObject.ExitWriteLock(); } return; #endregion } else { #region 后置条件已经满足 try { this._State = ActivityStates.Finished; } finally { this.SyncObject.ExitWriteLock(); } #endregion } #endregion } else { #region 没有后置条件,直接Deal过程 try { this._State = ActivityStates.Finished; } finally { this.SyncObject.ExitWriteLock(); } #endregion } }
void TryDeal() { this.SyncObject.EnterWriteLock(); try { if (this._State != ActivityStates.Started && this._State != ActivityStates.Suspending) throw new InvalidOperationException("Deal只能从Started状态出来,而当前状态是" + Enum.GetName(typeof(ActivityStates), this._State)); this._State = ActivityStates.Dealing; } finally { this.SyncObject.ExitWriteLock(); } var result = this.Deal(); this.SyncObject.EnterWriteLock(); try { if (this._State != ActivityStates.Dealing) throw new InvalidOperationException("Dealed只能从Dealing状态出来,而当前状态是" + Enum.GetName(typeof(ActivityStates), this._State)); this._dealResult = result; var dealResult = result as DealResult; if (dealResult != null) { if (dealResult.RetryTime != DateTime.MinValue) { this._State = ActivityStates.Suspending; } return; } this._State = ActivityStates.Dealed; } finally { this.SyncObject.ExitWriteLock(); } //挂起与等待都在前面return 了,到这里的都是正常完成的Dealed TryFinish(); }
void TryStart() { if (this.StartConstraint != null) { #region 有前置条件 if (!this.StartConstraint(this)) { #region 前置条件不满足,转换activity的状态为WaitingStart,等待下次执行 this.SyncObject.EnterWriteLock(); try { this._State = ActivityStates.WaitingStart; } finally { this.SyncObject.ExitWriteLock(); } return; #endregion } else { #region 前置条件已经满足,直接开始Deal过程 try { this._State = ActivityStates.Started; } finally { this.SyncObject.ExitWriteLock(); } TryDeal(); #endregion } #endregion } else { #region 没有前置条件,直接Deal过程 try { this._State = ActivityStates.Started; } finally { this.SyncObject.ExitWriteLock(); } TryDeal(); #endregion } }