void Start() { fsm = new FSMManager <Data>(); StateBase <Data> defreezeState = new DefreezeState(fsm); defreezeState.AddTransition(Transition.PressFreeze, StateID.FreezeState); defreezeState.AddTransition(Transition.PressReset, StateID.ResetState); StateBase <Data> freezeState = new FreezeState(fsm); freezeState.AddTransition(Transition.PressDefreeze, StateID.DefreezeState); freezeState.AddTransition(Transition.PressReset, StateID.ResetState); StateBase <Data> resetState = new ResetState(fsm); resetState.AddTransition(Transition.PressDefreeze, StateID.DefreezeState); resetState.AddTransition(Transition.PressFreeze, StateID.FreezeState); fsm.AddState(defreezeState); fsm.AddState(freezeState); fsm.AddState(resetState); fsm.InitState(freezeState); }
public void TriggerResetUpdate(ResetState status) { if (OnResetUpdate != null) { OnResetUpdate(status); } }
/// <summary> /// Reads the extra OETIdentity class properties from the data reader /// </summary> /// <param name="safeDataReader">Data reader containing the additional properties</param> /// <param name="startIndex">Index to start reading from</param> protected override void ReadExtraProperties(SafeDataReader safeDataReader, ref int startIndex) { base.ReadExtraProperties(safeDataReader, ref startIndex); this.emailAddress = safeDataReader.GetString(startIndex); this.firstTimeLogin = safeDataReader.GetBoolean(startIndex + 1); // Implement these columns in the Stored Procedure if you need them this.resetState = (ResetState)safeDataReader.GetInt32(startIndex + 2); // this.firstName = safeDataReader.GetString(startIndex + 3); }
// Start is called before the first frame update void Start() { sliderOfDeath.gameObject.SetActive(false); if (instance != null) { Destroy(gameObject); } else { instance = this; } }
void UpdatLate() { if (zmq != null) { if (zmq.getNewestData(out output)) { state = (ResetState)output.status; if (state != lastState && OnResetUpdate != null) { OnResetUpdate(state); lastState = state; } } } }
private void SaveResetGrabbable(Transform parent, HVRGrabbable grabbable) { var clone = Instantiate(grabbable); clone.gameObject.SetActive(false); clone.gameObject.hideFlags = HideFlags.HideInHierarchy; var state = new ResetState() { Grabbable = grabbable, Clone = clone, Position = grabbable.transform.position, Rotation = grabbable.transform.rotation, Scale = grabbable.transform.localScale, Parent = parent }; _grabbableState.Add(state); }
protected override void SetSignal(ResetState newState) { //translate the message to the guistate enum if (newState == ResetState.LEFT) //lib signals left { GuiState = ResetGuiState.LEFT; } else if (newState == ResetState.RIGHT) // lib signals right { GuiState = ResetGuiState.RIGHT; } else if ((GuiState == ResetGuiState.LEFT || GuiState == ResetGuiState.RIGHT) && newState == ResetState.OFF) //lib signaled last frame, but not now. Start counting { GuiState = ResetGuiState.DONE; //hide done icon later Invoke("HideDoneIcon", FadeTimeAfterReset); } UpdateIcon(); }
private void Awake() { _collider = GetComponent <CircleCollider2D>(); _stateMachine = new StateMachine(); var waitingToStartState = new IdleState(); var moveState = new MoveState(GetComponent <Rigidbody2D>(), stats, _collider.radius); var idleState = new IdleState(); var resetState = new ResetState(GetComponent <Racer>()); _stateMachine.AddTransition(waitingToStartState, idleState, () => GameStarted); _stateMachine.AddTransition(idleState, moveState, () => GetNearTerrain(transform.position, _collider.radius)); _stateMachine.AddTransition(moveState, idleState, () => !GetNearTerrain(transform.position, _collider.radius)); _stateMachine.AddTransition(idleState, resetState, IsStuck); _stateMachine.AddTransition(moveState, resetState, IsStuck); _stateMachine.AddTransition(resetState, idleState, () => true); _stateMachine.SetState(waitingToStartState); _mask = (1 << LayerMask.NameToLayer("Terrain")) | (1 << LayerMask.NameToLayer("Player")) | (1 << LayerMask.NameToLayer("Enemy")); }
new private void Awake() { currentMode = Mode.Default; brain = GameObject.Find(BRAIN_PARTS); resetState = ResetState.Instance; }
abstract protected void SetSignal(ResetState newState);
/// <summary> /// After changing a user's password, call this to clear the Reset State /// </summary> public void ChangedPassword() { this.resetState = ResetState.Normal; }
void Start() { // UNDONE: Draw from deck Phase = new ResetState(true); DrawCard("TestCard"); DrawCard("TestCard"); DrawCard("TestCard"); // Start GameController if (IsFirstPlayer) // Remove condition will make SetState called twice (Player 1 and 2 and their RPC) SetPhase(GameState.Type.Player1Reset); }
private void RpcSetPhase(byte data) { Phase.EndStateCall(); var gameState = (GameState.Type)data; switch (gameState) { case GameState.Type.Player1Reset: Phase = new ResetState(true); break; case GameState.Type.Player1Draw: Phase = new DrawState(true); break; case GameState.Type.Player1Main: Phase = new MainState(true); break; case GameState.Type.Player1Atk: Phase = new AttackState(true); break; case GameState.Type.Player1Def: Phase = new DefenceState(true); break; case GameState.Type.Player1AtkCot: Phase = new AttackCounterState(true); break; case GameState.Type.Player1DefCot: Phase = new DefenceCounterState(true); break; case GameState.Type.Player1SecMain: Phase = new SecondMainState(true); break; case GameState.Type.Player2Reset: Phase = new ResetState(false); break; case GameState.Type.Player2Draw: Phase = new DrawState(false); break; case GameState.Type.Player2Main: Phase = new MainState(false); break; case GameState.Type.Player2Atk: Phase = new AttackState(false); break; case GameState.Type.Player2Def: Phase = new DefenceState(false); break; case GameState.Type.Player2AtkCot: Phase = new AttackCounterState(false); break; case GameState.Type.Player2DefCot: Phase = new DefenceCounterState(false); break; case GameState.Type.Player2SecMain: Phase = new SecondMainState(false); break; } GuiController.NextPhaseButton.interactable = Phase.NextPhaseClickable(); Phase.StateCall(); }