public InputOutputItem(string name, int index, string assignedSignalName, ESignalType type) { Name = name; _index = index; _assignedsignalName = assignedSignalName; this.signalType = type; }
void OnPlayerChange(ESignalType Signal, object playerIndexObj) { if (Signal == global::ESignalType.PlayerWin) { GetComponentInChildren <Text>().text = "Player " + (((int)playerIndexObj) + 1) + " Wins!"; } }
public WatchItem(int index, ESignalType type) { this.index = index; this.signalType = type; switch (type) { case ESignalType.DI: DIStruct signaldi = DIStruct.FindByIndex(index); signaldi.PropertyChanged += Signal_PropertyChanged; break; case ESignalType.AI: AIStruct signalai = AIStruct.FindByIndex(index); signalai.PropertyChanged += Signal_PropertyChanged; break; case ESignalType.DO: DOStruct signaldo = DOStruct.FindByIndex(index); signaldo.PropertyChanged += Signal_PropertyChanged; break; case ESignalType.AO: AOStruct signalao = AOStruct.FindByIndex(index); signalao.PropertyChanged += Signal_PropertyChanged; break; } }
public InputOutputItem(string name, DOStruct signal) { this.Name = name; _index = signal.indxArrDO; signalType = ESignalType.DO; AssignedSignalName = signal.NameDO; }
protected override void OnSignal(ESignalType signalType) { switch (signalType) { case ESignalType.SetupComplete: SMTransition(signalType); break; } }
protected override void OnSignalOne(ESignalType signalType, object arg0) { switch (signalType) { case ESignalType.PuzzleComplete: SMTransition(signalType); break; } }
protected override void OnSignalOne(ESignalType signalType, object index) { switch (signalType) { case ESignalType.StartPuzzle: Game.SelectGame((int)index); SMTransition(signalType); break; } }
private void OnSignal(ESignalType signalType, object arg1) { if (signalType == ESignalType.PieceSelected) { pieceSelected = arg1 != null; if (State != UIStates.State.Hidden) { State = pieceSelected ? UIStates.State.Active : UIStates.State.Disabled; } } }
protected override void OnSignal(ESignalType signalType) { switch (signalType) { case ESignalType.StartPuzzle: Game.SelectGame(); SMTransition(signalType); break; case ESignalType.Quit: SMTransition(signalType); break; } }
private void OnSignalOne(ESignalType signal, object arg1) { if (signal == ESignalType.PuzzleComplete) { if (Game.currentGameIndex == levelIndex) { stars = (int)arg1; } else if (Game.currentGameIndex == levelIndex - 1) { State = UIStates.State.Active; } } }
private void OnBoardSelect(ESignalType signal, object arg1) { if (signal == ESignalType.StartPuzzle) { if (Game.currentGameIndex == (Progression.Puzzles.Count - 1)) { OnStateChanged(UIStates.State.Disabled); } else { OnStateChanged(UIStates.State.Active); } } }
void OnBoardSelect(ESignalType signal, object arg1) { if (signal == ESignalType.GameStart) { if (((int)arg1) == level) { State = UIStates.State.Active; } else { State = UIStates.State.Hidden; } } else { State = UIStates.State.Hidden; } }
protected override void OnSignal(ESignalType signalType) { switch (signalType) { case ESignalType.StartPuzzle: UIStates.SetGroupState(UIStates.Group.EndGame, UIStates.State.Hidden); Game.SelectGame(); SMTransition(signalType); break; case ESignalType.SelectBoard: UIStates.SetGroupState(UIStates.Group.EndGame, UIStates.State.Hidden); SMTransition(signalType); break; case ESignalType.Quit: SMTransition(signalType); break; } }
protected override void OnSignal(ESignalType signalType) { switch (signalType) { case ESignalType.PuzzleMode: HextwistStateMachine.GameType = HextwistStateMachine.EGameType.Puzzle; //SMTransition(signalType); SceneManager.LoadScene("Game"); break; case ESignalType.PvPMode: HextwistStateMachine.GameType = HextwistStateMachine.EGameType.PvP; //SMTransition(signalType); SceneManager.LoadScene("Game"); break; case ESignalType.ClearProgression: Progression.ClearProgression(); break; } }
protected override void OnSignal(ESignalType signalType) { Game game = Game.currentGame; switch (signalType) { case ESignalType.Quit: SMTransition(signalType); break; case ESignalType.EndTurn: game.OnMovementFinished(); break; case ESignalType.RotateCCW: game.currentSelectedPiece.RotateCCW(); break; case ESignalType.RotateCW: game.currentSelectedPiece.RotateCW(); break; case ESignalType.RotateUndo: if (game.lastSelectedPiece) { game.lastSelectedPiece.UndoRotation(); } else { game.currentSelectedPiece.ResetRotation(); } break; case ESignalType.Restart: Game.SelectGame(Game.currentGameIndex); SMTransition(signalType); break; } }
public static void Invoke(ESignalType button, params object[] args) { string debug = button.ToString(); foreach (object arg in args) { if (arg != null) { debug += " " + arg.ToString(); } else { debug += " NULL"; } } Debug.Log(debug); if (button == ESignalType.None) { return; } if (args.Length == 0) { buttonActions[button].Invoke(button); } else if (args.Length == 1) { buttonActionsOne[button].Invoke(button, args[0]); } else { buttonActionsTwo[button].Invoke(button, args[0], args[1]); } }
protected virtual void OnSignal(ESignalType signalType) /*stub*/ }
/// <summary> /// The internal signal dispatcher will route the signal to the appropriate static /// event. /// </summary> /// <param name="p_signalType">The signal type that was raised</param> private static bool DispatchSignal(ESignalType p_signalType) { bool retval = true; switch (p_signalType) { case ESignalType.ControlC: if (OnControlC != null) { OnControlC(); } else { retval = false; } break; case ESignalType.Break: if (OnBreak != null) { OnBreak(); } else { retval = false; } break; case ESignalType.Close: if (OnClose != null) { OnClose(); } else { retval = false; } break; case ESignalType.Logoff: if (OnLogoff != null) { OnLogoff(); } else { retval = false; } break; case ESignalType.Shutdown: if (OnShutdown != null) { OnShutdown(); } else { retval = false; } break; } if (OnAnySignal != null) { OnAnySignal(p_signalType); retval = true; } return(retval); }
public WatchItem(AOStruct signal) { index = signal.indx; signalType = ESignalType.AO; signal.PropertyChanged += Signal_PropertyChanged; }
static private void OnSignal(ESignalType arg0, object stars) { PuzzleComplete(Game.currentGameIndex, (int)stars); }
private void OnCamPosition(ESignalType signal, object arg1) { bounds = (Bounds)arg1; }
public WatchItem(DOStruct signal) { index = signal.indxArrDO; signalType = ESignalType.DO; signal.PropertyChanged += Signal_PropertyChanged; }