//地面跳 public void _JumpOnGround(float speed) { //在地面或贴近地面 if (IsOnGround()) { bool isCanJump = false; //在冰面(此条件属于特殊情况) if (isOnIceGround()) { isCanJump = true; } else if (slope < maxFrictionSlope) { //角色斜度超过定值,禁止跳 isCanJump = true; } //执行跳 if (isCanJump) { readyJump = false; state = RoleState.Raising; jumpInstantSpeed = speed * 1f; } } }
public void statueInit(RoleState state) { this.statueState = state; statueInfo = GameObject.Find("_Init").GetComponent <GS_GameInit>().statueInfosDic[statueState]; this.transform.Find("statueSprite").GetComponent <SpriteRenderer>().sprite = statueInfo.statueTex; this.GetComponent <BoxCollider>().size = new Vector3(statueInfo.statueSize.x, statueInfo.statueSize.y, 3f); }
public async Task RoleClaimsActorRename_ExpectsNewValue() { var stateManager = new Mock <IActorStateManager>(); var oldState = new RoleState("old role", "OLDROLE", Guid.NewGuid().ToString()); var newState = new RoleState("new role", "NEWROLE", null); stateManager.Setup(manager => manager.GetStateAsync <RoleState>(_stateName, It.IsAny <CancellationToken>())) .Returns(Task.FromResult(oldState)) .Verifiable(); stateManager.Setup(manager => manager .SetStateAsync( _stateName, It.Is <RoleState>(o => o.Name == newState.Name && o.NormalizedName == newState.NormalizedName && string.IsNullOrWhiteSpace(o.ConcurrencyStamp) && o.ConcurrencyStamp != oldState.ConcurrencyStamp), It.IsAny <CancellationToken>())) .Verifiable(); string id = Guid.NewGuid().ToString(); RoleClaimsActor testDemoActor = await CreateActor(stateManager.Object, id); await testDemoActor.Tell(new RenameRole(id, newState.Name, newState.NormalizedName, oldState.ConcurrencyStamp, "user")); stateManager.VerifyAll(); }
private void Init() { if (_initialized) { return; } lock (Locker) { if (_initialized) { return; } _acDomain.MessageDispatcher.DispatchMessage(new MemorySetInitingEvent(this)); _roleDic.Clear(); _descendantRoles.Clear(); var roles = _acDomain.RetrieveRequiredService <IOriginalHostStateReader>().GetAllRoles(); foreach (var role in roles) { var roleState = RoleState.Create(role); if (!_roleDic.ContainsKey(role.Id)) { _roleDic.Add(role.Id, roleState); } } foreach (var role in _roleDic) { var children = new List <RoleState>(); RecDescendantRoles(this, role.Value, children); _descendantRoles.Add(role.Value, children); } _initialized = true; _acDomain.MessageDispatcher.DispatchMessage(new MemorySetInitializedEvent(this)); } }
void Update() { if (m_roleState == RoleState.Init) { if (!AnimComponet.IsPlaying(m_curRoleData._InitAnim)) { //if (m_curRoleData._VocationID == 1) // Debug.Log(m_roleState + " To RoleState.Init " + m_curRoleData._InitAnim); AnimComponet.CrossFade(m_curRoleData._InitAnim); } } else if (m_roleState == RoleState.Show) { if (!AnimComponet.IsPlaying(m_curRoleData._StopAnim)) { //if (m_curRoleData._VocationID == 1) // Debug.Log(m_roleState + " To RoleState.Show " + m_curRoleData._StopAnim); AnimComponet.CrossFade(m_curRoleData._StopAnim); } } else { animTime += Time.deltaTime; if (m_index < m_curAnimList.Count) { //AnimComponet[m_curAnimList[m_index]].weight = 0.3f; if (AnimComponet.animation[m_curAnimList[m_index]].length > animTime) { if (!AnimComponet.IsPlaying(m_curAnimList[m_index])) { //Debug.Log(m_roleState + " " + m_curAnimList[m_index]); AnimComponet.CrossFade(m_curAnimList[m_index]); } } else { animTime = 0; m_index++; } } else { m_curAnimList.Clear(); m_index = 0; if (m_roleState == RoleState.Click) { m_roleState = RoleState.Show; } else if (m_roleState == RoleState.Back) { m_roleState = RoleState.Init; } //else //{ //if (m_curRoleData._VocationID == 1) //Debug.Log("状态2:" + m_curRoleData._VocationID + " " + m_roleState); //} } } }
/// <summary> /// 获取角色状态 /// </summary> /// <param name="id"></param> /// <returns></returns> public RoleState GetRoleState(string id) { RoleState state = RoleState.Normal; rolesState.TryGetValue(id, out state); return(state); }
public RoleState GetAccesslist(string machucnang) { var _unitCode = _service.GetCurrentUnitCode(); RoleState roleState = _service.GetRoleStateByMaChucNang(_unitCode, RequestContext.Principal.Identity.Name, machucnang); return(roleState); }
/// <summary>切换状态</summary> /// <param name="newState">新状态</param> public void ChangeState(RoleState newState) { if (CurrRoleCtrl.CurrRoleType == RoleType.Monster) { //Debug.Log(newState.ToString()); } //因为休闲 战斗 都有多种状态 所以此处需要排除 休闲 攻击状态(因为可能需要从普通休闲切换到战斗休闲及技能切换) if (CurrRoleStateEnum == newState && CurrRoleStateEnum != RoleState.Idle && CurrRoleStateEnum != RoleState.Attack) { return; } //调用以前状态的离开方法 if (m_CurrRoleState != null) { m_CurrRoleState.OnLeave(); } //更改当前状态枚举 CurrRoleStateEnum = newState; //更改当前状态 m_CurrRoleState = m_RoleStateDic[newState]; if (CurrRoleStateEnum == RoleState.Idle) { //给当前待机状态赋值 CurrIdleState = ToIdleState; } //调用新状态的进入方法 m_CurrRoleState.OnEnter(); }
public void ChangeStatus(RoleState state) { if (m_fsm.GetCurrentState() == state) { return; } m_fsm.ChangeState(state); }
/// <summary> 返回状态机中的状态 </summary> /// <param name="state"></param> /// <returns></returns> public RoleStateAbstract GetRoleState(RoleState state) { if (!m_RoleStateDic.ContainsKey(state)) { return(null); } return(m_RoleStateDic[state]); }
public RoleStateAbstract GetState(RoleState stateType) { if (states.ContainsKey(stateType)) { return(states[stateType]); } return(null); }
public PathData(tga.pathroad s) { this.Road = MapGrid.GetMG(s.road.layer, s.road.unit); this.state = (RoleState)s.state; this.deltaTime = s.deltaTime * 0.001f; this.dir = (WalkDir)s.dir; this.gs = (GridSpace)s.gs; }
public PathData(PathData s) { this.Road = s.Road; this.state = s.state; this.deltaTime = s.deltaTime; this.dir = s.dir; this.gs = s.gs; }
public RoleStateChanged(Guid actorId, int term, DateTime dateRecordedUtc, RoleState newState, RoleState oldState) { ActorId = actorId; NewState = newState; OldState = oldState; DateRecordedUtc = dateRecordedUtc; Term = term; }
public static RoleStateDto Map(RoleState roleState) { return(new RoleStateDto { RoleId = roleState.RoleId, StateId = roleState.StateId }); }
public void ChangeState(RoleState state) { if (state != mRoleState) { mRoleState = state; refreshAnimation(); } }
public bool TryGetRole(Guid roleId, out RoleState role) { if (!_initialized) { Init(); } Debug.Assert(roleId != Guid.Empty); return(_roleDic.TryGetValue(roleId, out role)); }
public async Task <IEnumerable <Role> > ListRoles(RoleState states = 0, bool?showInherited = null, ulong?accountId = null) { var response = await RawListRoles(accountId?.ToString() ?? "self", states.GetFlags().Select(f => f.GetApiRepresentation()), showInherited); var models = await AccumulateDeserializePages <RoleModel>(response); return(from model in models select new Role(this, model)); }
/// <summary> /// 设置角色状态 /// </summary> /// <param name="id">角色id</param> /// <param name="state"></param> public void SetRoleState(string id, RoleState state) { if (rolesState.ContainsKey(id)) { rolesState[id] = state; } else { rolesState.Add(id, state); } }
private void Handle(IAcSession acSession, IRoleCreateIo input, bool isCommand) { var acDomain = _set._acDomain; var roleDic = _set._roleDic; var roleRepository = acDomain.RetrieveRequiredService <IRepository <Role> >(); if (!input.Id.HasValue) { throw new ValidationException("标识是必须的"); } Role entity; lock (Locker) { RoleState role; if (acDomain.RoleSet.TryGetRole(input.Id.Value, out role)) { throw new ValidationException("已经存在"); } if (acDomain.RoleSet.Any(a => string.Equals(a.Name, input.Name, StringComparison.OrdinalIgnoreCase))) { throw new ValidationException("同名的角色已经存在"); } entity = Role.Create(input); if (!roleDic.ContainsKey(entity.Id)) { var state = RoleState.Create(entity); roleDic.Add(entity.Id, state); } if (isCommand) { try { roleRepository.Add(entity); roleRepository.Context.Commit(); } catch { if (roleDic.ContainsKey(entity.Id)) { roleDic.Remove(entity.Id); } roleRepository.Context.Rollback(); throw; } } } if (isCommand) { acDomain.MessageDispatcher.DispatchMessage(new RoleAddedEvent(acSession, entity, input, isPrivate: true)); } }
/// <summary> /// 更改角色的状态 /// </summary> /// <returns></returns> public static int UpdateState(string roleName, RoleState us) { //OracleDatabase db = new OracleDatabase(UserSecurity.ConnectionString); OracleDatabase db = new OracleDatabase(DataAccess.OIDSConnStr); string sql = "UPDATE PLM.ROLE_TAB SET STATE=:state WHERE LOWER(ROLENAME)=:rolename"; DbCommand cmd = db.GetSqlStringCommand(sql); db.AddInParameter(cmd, "state", DbType.String, us.ToString()); db.AddInParameter(cmd, "rolename", DbType.String, roleName.ToLower()); return(db.ExecuteNonQuery(cmd)); }
public IRoleState Get(string id) { IRoleState state = CurrentSession.Get <RoleState> (id); if (state == null) { state = new RoleState(); (state as RoleState).RoleId = id; } return(state); }
public static void SetState(MemoryData stateItem, RoleState state) { if (state == RoleState.has) { stateItem.HexVal = "0x0b"; } else { stateItem.HexVal = "0x00"; } }
internal static void SetRoleState(object value, IPropertyBag propertyBag) { RoleState roleState = (RoleState)value; int num = (int)propertyBag[ExchangeRoleSchema.RoleFlags]; num |= 1; if (roleState == RoleState.Usable) { num &= -2; } propertyBag[ExchangeRoleSchema.RoleFlags] = num; }
public IReadOnlyCollection <RoleState> GetDescendantRoles(RoleState role) { if (!_initialized) { Init(); } if (role == null) { throw new ArgumentNullException("role"); } return(!_descendantRoles.ContainsKey(role) ? new List <RoleState>() : _descendantRoles[role]); }
//void OnGUI() //{ // if (GUILayout.Button("Init")) // { // AnimComponet.CrossFade("LoginPoses01"); // } // if (GUILayout.Button("GotoFront")) // { // AnimComponet.CrossFade("LoginPoses02"); // } // if (GUILayout.Button("Back")) // { // AnimComponet.CrossFade("LoginPoses04"); // } // if (GUILayout.Button("Show")) // { // AnimComponet.CrossFade("LoginPoses03"); // } //} void PlayAnim(RoleState state, int vocation) { if (m_curRoleData._VocationID != vocation) { if (m_roleState == RoleState.Show) { m_roleState = RoleState.Back; } else if (m_roleState == RoleState.Click) { StartCoroutine(LockRoleClick()); m_roleState = RoleState.Init; } else { //if(m_curRoleData._VocationID==1) //Debug.Log("状态1:" + m_curRoleData._VocationID + " " + m_roleState); return; } } else { m_roleState = state; } m_curAnimList.Clear(); m_index = 0; animTime = 0; switch (m_roleState) { case RoleState.Init: m_curAnimList.Add(m_curRoleData._InitAnim); break; case RoleState.Click: for (int i = 0; i < m_curRoleData._AnimList.Length; i++) { m_curAnimList.Add(m_curRoleData._AnimList[i]); } break; case RoleState.Show: m_curAnimList.Add(m_curRoleData._StopAnim); break; case RoleState.Back: m_curAnimList.Add(m_curRoleData._BackAnim); break; } }
public void CalculateHpPercent(Image image) { List <Color> colors = new List <Color>(); int num = int.Parse(this._config.HpRect.Left); int num1 = int.Parse(this._config.HpRect.Right); int num2 = int.Parse(this._config.HpRect.Top); int num3 = int.Parse(this._config.HpRect.Down); int num4 = 0; using (Bitmap bitmap = new Bitmap(image)) { for (int i = num; i < num1; i++) { int r = 0; int g = 0; int b = 0; for (int j = num2; j < num3; j++) { Color pixel = bitmap.GetPixel(i, j); g += pixel.G; b += pixel.B; r += pixel.R; } r = r / (num3 - num2); g = g / (num3 - num2); b = b / (num3 - num2); if (r > 100 && g < 50 && b < 50) { this.State = RoleState.Detoxification; colors.Add(Color.FromArgb(r, g, b)); num4--; } else if (r < 20 && g > 50 && b < 20) { colors.Add(Color.FromArgb(r, g, b)); num4++; } } } if (num4 >= 0) { this.State = RoleState.Detoxification; } else { this.State = RoleState.Normal; } int count = colors.Count * 100 / (num1 - num); this.Hp = count; }
// Update is called once per frame void Update() { if (Input.GetKey(KeyCode.W)) { if (_roleState != RoleState.Run) { _animator.SetTrigger("ToRun"); _roleState = RoleState.Run; } transform.localEulerAngles = new Vector3(0, 0, 0); transform.position += transform.forward * 0.1f; } else if (Input.GetKey(KeyCode.S)) { if (_roleState != RoleState.Run) { _animator.SetTrigger("ToRun"); _roleState = RoleState.Run; } transform.localEulerAngles = new Vector3(0, 180, 0); transform.position += transform.forward * 0.1f; } else if (Input.GetKey(KeyCode.A)) { if (_roleState != RoleState.Run) { _animator.SetTrigger("ToRun"); _roleState = RoleState.Run; } transform.localEulerAngles = new Vector3(0, 270, 0); transform.position += transform.forward * 0.1f; } else if (Input.GetKey(KeyCode.D)) { if (_roleState != RoleState.Run) { _animator.SetTrigger("ToRun"); _roleState = RoleState.Run; } transform.localEulerAngles = new Vector3(0, 90, 0); transform.position += transform.forward * 0.1f; } else { if (_roleState != RoleState.Idle) { _animator.SetTrigger("ToIdle"); _roleState = RoleState.Idle; } } }
//空中跳 void _JumpInTheSky(float speed, bool isMultijump) { //空中跳板动画 if (isMultijump) { _animator.DoubleJumpEffect(transform.position); } //print("空中跳"); remainJumpTimes--; readyJump = false; //执行跳 state = RoleState.Raising; jumpInstantSpeed = speed * 1f; }
private void RecAncestorRoles(RoleState childRole, List <RoleState> ancestors) { foreach (var item in _acDomain.PrivilegeSet.Where(a => a.SubjectType == AcElementType.Role && a.ObjectType == AcElementType.Role)) { if (item.ObjectInstanceId == childRole.Id) { RoleState role; if (_acDomain.RoleSet.TryGetRole(item.SubjectInstanceId, out role)) { RecAncestorRoles(role, ancestors); ancestors.Add(role); } } } }
/// <summary> /// ���Ľ�ɫ��״̬ /// </summary> /// <returns></returns> public static int UpdateState(string roleName, RoleState us) { //OracleDatabase db = new OracleDatabase(UserSecurity.ConnectionString); OracleDatabase db = new OracleDatabase(DataAccess.OIDSConnStr); string sql = "UPDATE PLM.ROLE_TAB SET STATE=:state WHERE LOWER(ROLENAME)=:rolename"; DbCommand cmd = db.GetSqlStringCommand(sql); db.AddInParameter(cmd, "state", DbType.String, us.ToString()); db.AddInParameter(cmd, "rolename", DbType.String, roleName.ToLower()); return db.ExecuteNonQuery(cmd); }
/// <summary> /// 删除激活角色。 /// </summary> /// <param name="role"></param> public void DropActiveRole(RoleState role) { if (!_initialized) { Init(); } if (this.Roles != null) { this.Roles.Remove(role); } if (this._authorizedRoles == null) return; this.AuthorizedRoleIds.Remove(role.Id); this._authorizedRoles.Remove(role); }