示例#1
0
    private void Update()
    {
        if (Input.GetKeyDown(KeyCode.Escape))
        {
            if (isRunning)
            {
                Time.timeScale = 0;
                menuUI.SetActive(true);
                isRunning = false;
            }
            else
            {
                BackToGame();
            }
        }


        if (canClearGame && !isGameOver)
        {
            if (ufoManager.Count <= 0)
            {
                StartCoroutine(GameClear());
                canClearGame  = false;
                playingStatus = PlayingStatus.GameClear;
            }
        }
    }
示例#2
0
            public async Task AddPlaying([Remainder] string status)
            {
                var config = uow.BotConfig.GetOrCreate();
                var toAdd  = new PlayingStatus {
                    Status = status
                };

                config.RotatingStatusMessages.Add(toAdd);
                await uow.SaveChangesAsync(false);

                await ReplyConfirmLocalized("ropl_added").ConfigureAwait(false);
            }
    private void Start()
    {
        _status = FindObjectOfType <PlayingStatus>();
        _status.SetPlaying(true);

        this.UpdateAsObservable()
        .Where(_ => Input.GetKeyDown(KeyCode.P))
        .Subscribe(_ =>
        {
            GameManager.Instance.SceneTransition.Load("Intro", () => Time.timeScale = 1);
        });
    }
示例#4
0
 public async Task AddPlaying(ActivityType t, string status)
 {
     using (var uow = _db.UnitOfWork)
     {
         var config = uow.BotConfig.GetOrCreate(set => set.Include(x => x.RotatingStatusMessages));
         var toAdd  = new PlayingStatus {
             Status = status, Type = t
         };
         config.RotatingStatusMessages.Add(toAdd);
         _bcp.BotConfig.RotatingStatusMessages = config.RotatingStatusMessages;
         await uow.CompleteAsync().ConfigureAwait(false);
     }
 }
示例#5
0
 public async Task AddPlaying(ActivityType t, string status)
 {
     using (var uow = _db.GetDbContext())
     {
         var config = uow.BotConfig.GetOrCreate(set => set.Include(x => x.RotatingStatusMessages));
         var toAdd  = new PlayingStatus {
             Status = status, Type = t
         };
         config.RotatingStatusMessages.Add(toAdd);
         _bcp.BotConfig.RotatingStatusMessages = config.RotatingStatusMessages;
         await uow.SaveChangesAsync();
     }
 }
            public async Task AddPlaying([Remainder] string status)
            {
                using (var uow = _db.UnitOfWork)
                {
                    var config = uow.BotConfig.GetOrCreate();
                    var toAdd  = new PlayingStatus {
                        Status = status
                    };
                    config.RotatingStatusMessages.Add(toAdd);
                    await uow.CompleteAsync();
                }

                await ReplyConfirmLocalized("ropl_added").ConfigureAwait(false);
            }
示例#7
0
            public async Task AddPlaying([Remainder] string status)
            {
                using (var uow = DbHandler.UnitOfWork())
                {
                    var config = uow.BotConfig.GetOrCreate();
                    var toAdd  = new PlayingStatus {
                        Status = status
                    };
                    config.RotatingStatusMessages.Add(toAdd);
                    RotatingStatusMessages.Add(toAdd);
                    await uow.CompleteAsync();
                }

                await Context.Channel.SendConfirmAsync("✅ **Added.**").ConfigureAwait(false);
            }
示例#8
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            public async Task AddPlaying(ActivityType t, [Remainder] string status)
            {
                using (var uow = _db.UnitOfWork)
                {
                    var config = uow.BotConfig.GetOrCreate(set => set.Include(x => x.RotatingStatusMessages));
                    var toAdd  = new PlayingStatus {
                        Status = status, Type = t
                    };
                    config.RotatingStatusMessages.Add(toAdd);
                    await uow.CompleteAsync();
                }

                _bcp.Reload();

                await ReplyConfirmLocalized("ropl_added").ConfigureAwait(false);
            }
示例#9
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    private void Start()
    {
        _status = FindObjectOfType <PlayingStatus>();

        player = GameObject.FindWithTag("Player");
        Debug.Assert(player != null);

        player.GetComponent <PlayerHealth>()
        .GetHP()
        .Where(hp => hp <= 0)
        .Subscribe(_ => GameOver());

        _checkPoint = FindObjectOfType <CheckPointManager>();

        GameStart();
    }
示例#10
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            public async Task AddPlaying(IUserMessage umsg, [Remainder] string status)
            {
                var channel = (ITextChannel)umsg.Channel;

                using (var uow = DbHandler.UnitOfWork())
                {
                    var config = uow.BotConfig.GetOrCreate();
                    var toAdd  = new PlayingStatus {
                        Status = status
                    };
                    config.RotatingStatusMessages.Add(toAdd);
                    RotatingStatusMessages.Add(toAdd);
                    await uow.CompleteAsync();
                }

                await channel.SendMessageAsync("`Added.`").ConfigureAwait(false);
            }
示例#11
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 public void OnStatus(PlayingStatus ps, Composition comp, int position)
 {
     if (ps == PlayingStatus.BeginPlaying)
     {
         _sunccontext.Post(_ => textboxPlaying.Text = comp.Title + " " + comp.Performer + " " + comp.Length, null);
         _sunccontext.Post(_ => slider1.Value = position, null);
     }
     else if (ps == PlayingStatus.PlayingProgress)
     {
         _sunccontext.Post(_ => textboxPlaying.Text = comp.Title + " " + comp.Performer + " " + comp.Length, null);
         _sunccontext.Post(_ => slider1.Value = position, null);
     }
     else if (ps == PlayingStatus.EndPlaying)
     {
         _sunccontext.Post(_ => textboxPlaying.Text = comp.Title + " " + comp.Performer + " " + comp.Length, null);
         _sunccontext.Post(_ => slider1.Value = position, null);
     }
 }
示例#12
0
        public void ChildHasFixtures()
        {
            using (var db = new SchoolDataContext())
            {
                Fixture fixture = new Fixture();
                fixture.Kickoff = DateTime.Now;
                db.Fixtures.Add(fixture);

                Child child = new Child();
                db.Children.Add(child);

                PlayingStatus playingStatus = PlayingStatus.Create(fixture, child);
                db.PlayingStatuses.Add(playingStatus);

                db.SaveChanges();

                Assert.That(child.PlayingStatuses.Contains <PlayingStatus>(playingStatus));
            }
        }
示例#13
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    private void Start()
    {
        _status       = FindObjectOfType <PlayingStatus>();
        _pauseManager = FindObjectOfType <PauseManager>();

        sight.enabled = false;
        this.UpdateAsObservable()
        .Where(_ => !_pauseManager.isPause)
        .Where(_ => _status.IsPlaying().Value)
        .Where(_ => Input.GetMouseButton(0))
        .ThrottleFirst(TimeSpan.FromSeconds(weapon.Interval))
        .Subscribe(_ =>
        {
            Fire();
        })
        .AddTo(gameObject);

        currentIndex
        .Subscribe(index =>
        {
            weapon = weapons[index];
        });

        this.UpdateAsObservable()
        .Where(_ => _status.IsPlaying().Value)
        .Where(_ => Input.GetKeyDown(KeyCode.E))
        .Subscribe(_ =>
        {
            if (currentIndex.Value + 1 <= weapons.Count)
            {
                currentIndex.Value++;
            }
            else
            {
                currentIndex.Value = 0;
            }
        });
    }
示例#14
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        /// <summary>
        /// Stops the current animation
        /// </summary>
        private void Stop()
        {
            // If the playing state is paused, we need to send the stop signal
            // to the server to clear out anything that is being displayed.
            if (this.PlayingStatus == PlayingStatus.Paused)
            {
                this.currentFrameIndex = -1;
                this.FrameShowing      = this.SelectedAnimation.Frames[0];

                try
                {
                    this.animatorClient.StopAnimation(true);
                }
                catch (InvalidOperationException ioe)
                {
                    MessageBox.Show(GenerateMessageFromException(ioe), "Tower Lights Controller", MessageBoxButton.OK, MessageBoxImage.Error);
                }
            }

            // Change the state to stopped. This will also cause the
            // playing thread to stop playing and subsequently send
            // the stop signal to the server.
            this.PlayingStatus = PlayingStatus.Stopped;
        }
示例#15
0
 /// <summary>
 /// Plays or pauses the selected animation. This function handles the
 /// PlayPause command.
 /// </summary>
 private void PlayPause()
 {
     if (this.PlayingStatus == PlayingStatus.Playing)
     {
         // Set the playing status flag to paused. The thread playing the animation will
         // detect the change and then stop playing the animation.
         this.PlayingStatus = PlayingStatus.Paused;
     }
     else if (this.PlayingStatus == PlayingStatus.Stopped || this.PlayingStatus == PlayingStatus.Paused)
     {
         if (this.SelectedAnimation == null)
         {
             this.PlayingStatus = PlayingStatus.Stopped;
         }
         else
         {
             // start playing
             this.PlayingStatus = PlayingStatus.Playing;
             Thread playThread = new Thread(new ThreadStart(this.Play));
             playThread.Name = "Tower Lights Controller Animation Thread";
             playThread.Start();
         }
     }
 }
示例#16
0
 private void Play()
 {
     status = PlayingStatus.Play;
     BeginStoryboard(storyboard, HandoffBehavior.SnapshotAndReplace, true);
 }
示例#17
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 private void Pause()
 {
     status = PlayingStatus.Pause;
     storyboard.Pause(this);
 }
示例#18
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 private void Play()
 {
     status = PlayingStatus.Play;
     BeginStoryboard(storyboard, HandoffBehavior.SnapshotAndReplace, true);
 }
示例#19
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    void Awake()
    {
        st = this ;
        //Rect r =new Rect();
        _stepMoveDistince = 0.166667f/16.0f ;
        _minDistince   =   _stepMoveDistince * 2;

        Vector3 _down  = transform.TransformDirection( Vector3.down ) ;
        Vector3 _up    = transform.TransformDirection( Vector3.up ) ;
        Vector3 _left  = transform.TransformDirection( Vector3.left ) ;
        Vector3 _right = transform.TransformDirection( Vector3.right ) ;

        //Vector3 _down  = transform.TransformDirection( Vector3.down ) ;
        //Vector3 _up    = transform.TransformDirection( Vector3.up ) ;
        _up_down = new Vector3[2];
        _up_down [0] = _up;
        _up_down [1] = _up;

        Vector3Direction vdown = new Vector3Direction(_down, 0.166667f  + _minDistince );
        Vector3Direction vup = new Vector3Direction(_up, 0.166667f  + _minDistince );

        Vector3Direction vleft = new Vector3Direction( _left ,  _minDistince );
        Vector3Direction vright = new Vector3Direction( _right ,  _minDistince );

        _listDirection.Add(vdown) ;
        _listDirection.Add(vright) ;
        //_listDirection.Add(_up) ;
        _listDirection.Add(vleft) ;

        _isGameOver = false ;
        _isEditing  = false  ;
        _status = PlayingStatus.Normal ;
        _gridWidth =( Screen.width /1024.0f) * _gridWidth;

        _layerFlashMask    = 1 << LayerMask.NameToLayer("flash") ;
        _layerFlash = LayerMask.NameToLayer("flash") ;
        _layerNormal =  LayerMask.NameToLayer("normal") ;

        float _width = _gridWidth ;

        // x 21 y 100
        _Maps = new IGMaps[16,108];
        for(int i = 0 ;i <16 ; i++ )
        {
            //_Maps[i] = new ObjectsMap[100] ;
            for(int j = 0 ; j < 108 ; j++ )
            {
                _Maps[i,j] = new IGMaps() ;
                _Maps[i,j].x = i ;
                _Maps[i,j].y = j ;

                //_gameMaps[i][j].ObjectPoint    = new Vector2(  _width * i + _width/2 ,_width*j + _width/2 ) ;

                _Maps[i,j].position = Camera.main.ScreenToWorldPoint ( new Vector3( _width * i + _width/2 , _screenHeigh - (_width*j+_width/2)  ,2.0f ) ) ;
                Vector3 v3=  Camera.main.ScreenToWorldPoint ( new Vector3( _width * i  , _screenHeigh - ( _width*j )  ,2.0f ) ) ;
                _Maps[i,j].rect = new Rect(v3.x,v3.y,0.1666667f,0.1666667f);

                //Camera.main.WorldToScreenPoint
                //_gameMaps[i][j].
                // _gameMaps[i][j].ObjectPosition = Camera.main.ScreenToWorldPoint ( new Vector3( _width * i + _width/2 , 768 - (_width*j+_width/2)  ,2.0f ) ) ;

            }
        }

        /*
        for(int j = 0 ; j < 100 ; j++ )
        {
            Vector3 v3 = Camera.main.ScreenToWorldPoint ( new Vector3( 0 , 0 - (_width*j+_width/2)  ,2.0f ) ) ;
            Rect r =new Rect(0,0,0.166667f,0.166667f);
            Ylist.Add( j ,v3.y );
            print( v3.y ) ;
        }
        */

         // x=-1.166667,y=-0.8333333
         // 64x=-1.166667,64y=0.1666667,0x=-1.333333,0y=0,1024x=1.333333,768y=2
        Vector3 v64 = Camera.main.ScreenToWorldPoint ( new Vector3( 64.0f , 64.0f ,2.0f ) ) ;
        Vector3 v0 = Camera.main.ScreenToWorldPoint ( new Vector3( 0f , 0f ,2.0f ) ) ;
        Vector3 v1024 = Camera.main.ScreenToWorldPoint ( new Vector3( 1024f , 768f ,2.0f ) ) ;

        print( string.Format( "64x={0},64y={1},0x={2},0y={3},1024x={4},768y={5}",v64.x ,v64.y ,v0.x , v0.y  ,v1024.x ,v1024.y  ) ) ;

        StartCoroutine(FlashingOffset());
        //	GameObject _object = (GameObject)Instantiate(_Prefab);
        //	_object.transform.position = _gameMaps[3][8].ObjectPosion ;
    }
示例#20
0
 private void Resume()
 {
     status = PlayingStatus.Play;
     storyboard.Resume(this);
 }
示例#21
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        /// <summary>
        /// Plays the selected animation. Designed to run in a different thread. It
        /// will start playing at currentFrameIndex, or it will start at the beginning of
        /// the animation.
        /// </summary>
        private void Play()
        {
            // Get the index of the selected animation
            int animationIndex = this.Animations.IndexOf(this.SelectedAnimation);
            // The list of frames that we are playing
            List <KeyFrame> frames = this.SelectedAnimation.Frames;
            // The time that has already passed before the current frame index
            TimeSpan delta = this.currentFrameIndex < 0 ? new TimeSpan() : frames[this.currentFrameIndex].StartTime;

            // Tell the server to start playing
            try
            {
                this.animatorClient.PlayAnimation(animationIndex, delta, this.SelectedAnimation.MusicFilename);
            }
            catch (InvalidOperationException e)
            {
                this.PlayingStatus = ViewModel.PlayingStatus.Stopped;
                MessageBox.Show(GenerateMessageFromException(e), "Tower Lights Controller", MessageBoxButton.OK, MessageBoxImage.Error);
                return;
            }

            // If there is no current frame, set the current frame to the first frame.
            if (this.currentFrameIndex < 0)
            {
                this.currentFrameIndex = 0;
            }

            Stopwatch frameStopwatch = new Stopwatch();

            frameStopwatch.Start();

            // Run this loop while there are frames left to play and the playing state hasn't
            // been changed to something besides playing.
            while (this.currentFrameIndex < frames.Count && this.PlayingStatus == PlayingStatus.Playing)
            {
                // Only go to the next frame if we are that frames start time.
                // Delta is the time into the animation that it starts at (0 for playing
                // from a stopped postion, > 0 for playing from a paused position).
                if (frameStopwatch.Elapsed >= frames[this.currentFrameIndex].StartTime - delta)
                {
                    // Show the frame
                    this.FrameShowing = frames[this.currentFrameIndex];
                    this.currentFrameIndex++;
                }
                else
                {
                    // Sleep the thread for a while to stop the thread from burning up too many cycles here ...
                    Thread.Sleep(1);
                }
            }

            // After the loop quits, check the playing state to see if any
            // further actions are needed.
            if (this.PlayingStatus == PlayingStatus.Playing)
            {
                // A normal stop, the animation is done playing so just stop.
                // No need to send stop signal, the server will stop automatically
                this.PlayingStatus     = PlayingStatus.Stopped;
                this.FrameShowing      = this.SelectedAnimation.Frames[0];
                this.currentFrameIndex = -1;
            }
            else if (this.PlayingStatus == PlayingStatus.Paused)
            {
                // The loop quit because the state changed to paused, and
                // the playing needs to be paused.
                // Send pause signal to server, keep FrameShowing and currentFrameIndex as is
                try
                {
                    this.animatorClient.StopAnimation(false);
                }
                catch (InvalidOperationException ioe)
                {
                    MessageBox.Show(GenerateMessageFromException(ioe), "Tower Lights Controller", MessageBoxButton.OK, MessageBoxImage.Error);
                }
            }
            else if (this.PlayingStatus == PlayingStatus.Stopped)
            {
                // The loop quit because the state changed to stopped, and
                // the playing needs to be stopped.
                // Send stop signal to server, reset FrameShowing and currentFrameIndex
                try
                {
                    this.animatorClient.StopAnimation(true);
                }
                catch (InvalidOperationException ioe)
                {
                    MessageBox.Show(GenerateMessageFromException(ioe), "Tower Lights Controller", MessageBoxButton.OK, MessageBoxImage.Error);
                }

                this.FrameShowing      = this.SelectedAnimation.Frames[0];
                this.currentFrameIndex = -1;
            }
        }
示例#22
0
 public PlayingStatusEventArgs(PlayingStatus status)
 {
     Status = status;
 }
 private void Awake()
 {
     _status = FindObjectOfType <PlayingStatus>();
 }
示例#24
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 /// <summary>
 /// Support the event bStop click - stop media
 /// </summary>
 private void bStop_Click(object sender, RoutedEventArgs e)
 {
     status = PlayingStatus.Stop;
     bPlayPause.Content = "Play";
     storyboard.Stop(this);
 }
示例#25
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 /// <summary>
 /// Support the event bStop click - stop media
 /// </summary>
 private void bStop_Click(object sender, RoutedEventArgs e)
 {
     status             = PlayingStatus.Stop;
     bPlayPause.Content = "Play";
     storyboard.Stop(this);
 }
示例#26
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 private void Pause()
 {
     status = PlayingStatus.Pause;
     storyboard.Pause(this);
 }
示例#27
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 private void Resume()
 {
     status = PlayingStatus.Play;
     storyboard.Resume(this);
 }