示例#1
1
 public FSAString()
 {
     state = State.START;
     fsachar = new FSAChar('\"');
     raw = "";
     val = "";
 }
        /// <summary>
        /// A connection to our server, always listening asynchronously.
        /// </summary>
        /// <param name="socket">The Socket for the connection.</param>
        /// <param name="args">The SocketAsyncEventArgs for asyncronous recieves.</param>
        /// <param name="dataReceived">A callback invoked when data is recieved.</param>
        /// <param name="disconnectedCallback">A callback invoked on disconnection.</param>
        public ServerConnection(Socket socket, SocketAsyncEventArgs args, DataReceivedCallback dataReceived,
            DisconnectedCallback disconnectedCallback)
        {
            logger = new ElibLogging("data");
            this.AuthorizationType = Securtiy.AuthorizationType.Anonymous;
            lock (this)
            {
                var remotIP = socket.RemoteEndPoint as IPEndPoint;
                var localIP = socket.LocalEndPoint as IPEndPoint;
                State state = new State()
                {
                    socket = socket,
                    dataReceived = dataReceived,
                    disconnectedCallback = disconnectedCallback,
                    Device = new Device()
                    {
                        RemoteIP = remotIP.Address.ToString(),
                        LocalIP = localIP.Address.ToString()
                    }
                };

                eventArgs = args;
                eventArgs.Completed += ReceivedCompleted;
                eventArgs.UserToken = state;

                ListenForData(eventArgs);
            }
        }
示例#3
0
	// Update is called once per frame
	void Update () {
		switch (state) {
		case State.IDLE:
			if(ball.transform.position.x > 0)//ball on ai side
			{
				attack_offset = Random.Range(0.25f, 0.8f);
				state = State.ATTACK;
				break;
			}
			if (idle_pos.x < transform.position.x)
				goLeft();
			if (transform.position.x < idle_pos.x)
				goRight();
			break;
		case State.ATTACK:
			if(ball.transform.position.x < 0) //ball on player side
			{
				float x = Random.Range(min_x, max_x - 3);
				idle_pos.x = x;
				state = State.IDLE;
				break;
			}
			if (ball.transform.position.x + attack_offset < transform.position.x)
				goLeft();
			if (ball.transform.position.x > transform.position.x - attack_offset)
				goRight();
			break;
		default:
			break;
		}
	}
示例#4
0
 private void opeation_Click(object sender, EventArgs e)
 {
     Button btn = sender as Button;
     firstNumber = double.Parse(display.Text);
     state = State.WaitingForSecondNumber;
     operation = btn.Text;
 }
示例#5
0
        private State AddTrapState(FiniteAutomata dfa)
        {
            var trapState = new State("trap") {Id = int.MaxValue};
            for (int i = 0; i <= Byte.MaxValue; i++)
            {
                trapState.AddTransitionTo(trapState, InputChar.For((byte) i));
            }

            var states = dfa.GetStates();
            foreach (var state in states)
            {
                bool[] usedTransitions = new bool[Byte.MaxValue + 1]; // All nulls
                foreach (var transition in state.Transitions)
                {
                    usedTransitions[transition.Key.Value] = true; // mark used symbol
                }

                for (int i = 0; i <= Byte.MaxValue; i++)
                {
                    if (!usedTransitions[i])
                    {
                        state.AddTransitionTo(trapState, InputChar.For((byte)i));
                    }
                }
            }

            return trapState;
        }
示例#6
0
        public EventDevelopment(DevelopmentState a_backState, LinkedList<Event> a_events)
        {
            if (a_events == null)
            {
                throw new ArgumentNullException();
            }
            m_numOfAddedEvents = 0;
            m_state = State.neutral;
            m_backState = a_backState;
            m_buttonList = new LinkedList<Button>();
            m_guiList = new LinkedList<GuiObject>();
            m_buttonsToAdd = new Stack<Button>();
            m_buttonsToRemove = new Stack<Button>();

            m_eventsToRemove = new Stack<Button>();
            m_eventsToAdd = new Stack<Event>();
            m_events = new Dictionary<Button, Event>();
            m_effects = new Dictionary<Button, EventEffect>();
            m_triggers = new Dictionary<Button, EventTrigger>();
            m_stateButtons = new Stack<LinkedList<Button>>();

            foreach (Event t_e in a_events)
            {
                addEvent(t_e);
            }
        }
示例#7
0
 public void creditsButtonPresed()
 {
     cameraAnimator.SetTrigger("Credits");
     menuAnim.SetTrigger("Credits");
     creditsAnimator.SetTrigger("Credits");
     currentState = State.Credits;
 }
示例#8
0
 // Use this for initialization
 void Start()
 {
     m_eState = State.A2B;
     transform.position = m_tPatrolPointA.position;
     m_tOrigin = m_tPatrolPointA;
     m_tTarget = m_tPatrolPointB;
 }
        /// <summary>
        /// Called when we should show something
        /// </summary>
        /// <param name="link"></param>
        public void ShowContent(string link)
        {
            // Make sure we are in the correct state
            lock(this)
            {
                if(m_state != State.Idle)
                {
                    return;
                }
                m_state = State.Opening;
            }

            // Create the content control
            m_contentControl = new FlipViewContentControl();

            // This isn't great, but for now mock a post
            Post post = new Post() { Url = link, Id = "quinn" };

            // Add the control to the UI
            ui_contentRoot.Children.Add(m_contentControl);

            // Set the post to begin loading
            m_contentControl.FlipPost = post;
            m_contentControl.IsVisible = true;

            // Show the panel
            ToggleShown(true);
        }
示例#10
0
 /// <summary>
 /// Create an instance of ModelProgramProvider for a given assembly
 /// </summary>
 /// <param name="modelAssemblyFile">The full path to the assembly file.</param>
 /// <param name="generator">Optional parameter generator.</param>
 public ModelProgramProvider(string modelAssemblyFile, ParameterGenerator/*?*/ generator)
 {
     modelAssembly = Assembly.LoadFrom(modelAssemblyFile);
     this.generator = generator;
     Initialize();
     initialState = GetState();
 }
 public static TimeSpan GetDefaultStartTimeForState(State state)
 {
     return
         DefaultStartTimeForState.ContainsKey(state)
             ? DefaultStartTimeForState[state]
             : TimeSpan.Zero;
 }
        public void OnNetworkData(double time, Vector3 position, Quaternion rotation)
        {
            // Shift the buffer sideways, deleting state 20
            for (int i = m_BufferedState.Length - 1; i >= 1; i--)
            {
                m_BufferedState[i] = m_BufferedState[i - 1];
            }

            // Record current state in slot 0
            State state = new State();
            state.timestamp = time;
            state.pos = position;
            state.rot = rotation;

            m_BufferedState[0] = state;

            // Update used slot count, however never exceed the buffer size
            // Slots aren't actually freed so this just makes sure the buffer is
            // filled up and that uninitalized slots aren't used.
            m_TimestampCount = Mathf.Min(m_TimestampCount + 1, m_BufferedState.Length);

            // Check if states are in order, if it is inconsistent you could reshuffel or
            // drop the out-of-order state. Nothing is done here
            for (int i = 0; i < m_TimestampCount - 1; i++)
            {
                if (m_BufferedState[i].timestamp < m_BufferedState[i + 1].timestamp)
                    Debug.Log("State inconsistent");
            }
        }
        /// <summary>
        /// Loads the specified script.
        /// </summary>
        /// <param name="script">The script.</param>
        public virtual void Load(string script)
        {
            if (script != null)
            {
                int l = script.Length;
                char c;
                m_sb = new StringBuilder(100);
                m_state = State.None;
                m_isAllWhitespace = true;

                for (int i = 0; i < l; i++)
                {
                    c = script[i];

                    switch (m_state)
                    {
                        default:

                            if (c == '{')
                            {
                            }

                            if (m_isAllWhitespace && !IsEcmaScriptWhitespace(c))
                            {
                                m_isAllWhitespace = false;
                            }

                            m_sb.Append(c);
                            continue;
                    }
                }
            }
        }
 // Use this for initialization
 void Start()
 {
     GameObject groupped =  GameObject.Find("SpawnerGroup");
     SpawnerGroupScript scripta = groupped.GetComponent<SpawnerGroupScript>();
     spawnInterval = scripta.spawnInterval;
     state = State.SPAWNING;
 }
示例#15
0
    IEnumerator Attack()
    {
        pathfinder.enabled = false;
        currentState = State.Attacking;

        Vector3 OriginalPos = transform.position;
        Vector3 dirToTarget = (target.position - transform.position).normalized;
        Vector3 attackPos = target.position - dirToTarget * (myCollisionRadius);

        float attackSpeed = 3;
        float percent = 0;

        enemySkinMaterial.color = Color.red;
        bool hasAppliedDamage = false;

        while (percent <= 1) {

            if(percent >= 0.5f && !hasAppliedDamage){
                hasAppliedDamage = true;
                targetEntity.TakeDamage(damage);
            }

            percent += Time.deltaTime * attackSpeed;
            float interpolation = (-Mathf.Pow(percent, 2) + percent) * 4;
            transform.position = Vector3.Lerp (OriginalPos, attackPos, interpolation);

            yield return null;
        }
        enemySkinMaterial.color = enemyOriginalColor;
        currentState = State.Chasing;
        pathfinder.enabled = true;
    }
示例#16
0
 public bool CanExecute(State s)
 {
     if (_prejudicates.Any(l => !l(s))) return false;
     if (_requires.Any(l => !s.Has(l.Key))) return false;
     if (_consumes.Any(l => !s.Sufficient(l.Key, l.Value))) return false;
     return true;
 }
示例#17
0
 void stateCell1()
 {
     text.text = "You've picked up the mirror, but the cell still looks bad.\n\n" +
             "[S to view Sheets, L to view Lock]";
     if (Input.GetKeyDown (KeyCode.S)) {currState = State.sheets1;}
     else if (Input.GetKeyDown (KeyCode.L)) {currState = State.lock1;}
 }
 public TenguBossStateMachine()
 {
     currState = 0;
     hold = 0;
     moveCount = 0;
     Random.seed = System.DateTime.Today.Millisecond;
 }
示例#19
0
 void stateMirror()
 {
     text.text = "The dirty old mirror on the wall seems loose.\n\n" +
             "[T to take the mirror, R to return to roaming your cell]";
     if (Input.GetKeyDown (KeyCode.T)) {currState = State.cell1;}
     else if (Input.GetKeyDown (KeyCode.R)) {currState = State.cell;}
 }
示例#20
0
文件: Neuron.cs 项目: Ukio-G/neurosim
		protected void Initialize()
		{
			connections = new List<Connection>();
			inputs = new List<int>();
			actionState = State.Integrating;
			CurrentMembranePotential = config.RestingPotential;
		}
示例#21
0
        public World(IControls controls)
        {
            _controls = controls;

            _start = new State
            {
                Update = StartUpdate,
                Draw = StartDraw
            };
            _alive = new State
            {
                Update = AliveUpdate,
                Draw = AliveDraw
            };
            _dead = new State
            {
                Update = DeadUpdate,
                Draw = DeadDraw
            };
            _gameOver = new State
            {
                Update = GameOverUpdate,
                Draw = GameOverDraw
            };

            _state = _start;
            _viewer = new Viewer();
            _bird = new Bird(controls);
            _pipeCollection = new PipeCollection();
        }
示例#22
0
 private State[] getNeighbourStates(int position)
 {
     State[] neighbourStates = new State[4];
     if (position == 0)
     {
         neighbourStates[0] = previousCells[SIZE - 1].getCurrentState;
         neighbourStates[1] = previousCells[position].getCurrentState;
         neighbourStates[2] = previousCells[position].getNextState;
         neighbourStates[3] = previousCells[position + 1].getCurrentState;
     }
     else if (position == SIZE - 1)
     {
         neighbourStates[0] = previousCells[SIZE - 2].getCurrentState;
         neighbourStates[1] = previousCells[position].getCurrentState;
         neighbourStates[2] = previousCells[position].getNextState;
         neighbourStates[3] = previousCells[0].getCurrentState;
     }
     else
     {
         neighbourStates[0] = previousCells[position - 1].getCurrentState;
         neighbourStates[1] = previousCells[position].getCurrentState;
         neighbourStates[2] = previousCells[position].getNextState;
         neighbourStates[3] = previousCells[position + 1].getCurrentState;
     }
     return neighbourStates;
 }
示例#23
0
文件: 17_2.cs 项目: jayvan/advent
    public static void Main()
    {
        string passcode = Console.ReadLine();
        var initialState = new State(0, 0, passcode);
        int steps = 1;
        int longest = 0;
        var currentStates = new List<State>();
        var nextStates = new List<State>();
        var visited = new HashSet<string>();
        currentStates.Add(initialState);

        while (currentStates.Count > 0) {
          foreach (State state in currentStates) {
        foreach (State nextState in state.Adjacent) {
          if (nextState.IsDestination) {
            longest = Math.Max(longest, steps);
            continue;
          }

          if (!visited.Contains(nextState.code)) {
            nextStates.Add(nextState);
            visited.Add(nextState.code);
          }
        }
          }

          currentStates = nextStates;
          nextStates = new List<State>();
          steps++;
        }

        Console.WriteLine($"Longest path was {longest} steps");
    }
示例#24
0
        public StateTest()
        {
            this.stateMachineInformation = A.Fake<IStateMachineInformation<States, Events>>();
            this.extensionHost = A.Fake<IExtensionHost<States, Events>>();

            this.testee = new State<States, Events>(States.A, this.stateMachineInformation, this.extensionHost);
        }
示例#25
0
	// Update is called once per frame
	void Update () {

		//Debug.Log ("Active state: " + activeState);
		//Debug.Log ("Food location" + foodLocation);
		//Debug.Log ("Found pheromone?" + foundPheromone);
		//Debug.Log ("Ant perspective: " + transportingFood);
		
		// A switch statement to change between the three behavior states.
		switch (activeState) {
			
			// The exploration behavior.
			case State.EXPLORE:
			
				explore ();

				// The transition conditions to another state.
				if (transportingFood) {
					activeState = State.TRANSPORT_FOOD;
				}
				if (foundPheromone) {
					activeState = State.FOLLOW_TRAIL;
				}

				break;
			
			// The behavior for following a pheromone trail.
			case State.FOLLOW_TRAIL:
			
				followTrail ();

				// The transition conditions to another state.
				if (transportingFood) {

					activeState = State.TRANSPORT_FOOD;
				}

				if (!foundFood) {
					activeState = State.EXPLORE;
				}

				break;
			
			// The food transportation behavior.
			case State.TRANSPORT_FOOD:
			
				transportFood ();

				// The transition conditions to another state.
				if (!transportingFood) {

					if (foodLocation != Vector3.zero) {
						activeState = State.FOLLOW_TRAIL;
					} else {
						activeState = State.EXPLORE;
					}
				}

				break;
		}
	}
示例#26
0
        public override void Update(State s, Room room)
        {
            base.Update(s, room);
            Vector2 direction = new Vector2((float)((TargetX - x) * (DiverGame.Random.NextDouble() * 0.2f + 0.8f)),
                                            (float)((TargetY - y) * (DiverGame.Random.NextDouble() * 0.2f + 0.8f)));

            if(direction.LengthSquared() > 0)
                direction.Normalize();

            speedX += direction.X * 0.007f;
            speedY += direction.Y * 0.007f;
            speedX *= 0.999f;
            speedY *= 0.999f;

            float speed = (float)Math.Sqrt(speedX * speedX + speedY * speedY);
            animationGridFrame += speed * 0.25f + 0.03f;

            x += speedX;
            y += speedY;
            X = (int)x;
            Y = (int)y;

            float desiredRot = (float)Math.Atan2(speedX, -speedY) - (float)Math.PI / 2f;
            float rotDiff = desiredRot - rotation;
            while (rotDiff > MathHelper.Pi) rotDiff -= MathHelper.TwoPi;
            while (rotDiff < -MathHelper.Pi) rotDiff += MathHelper.TwoPi;
            rotation += rotDiff * 0.1f;
        }
示例#27
0
 public Project(string name, DateTime startDate, string details, State projectState)
 {
     this.Name = name;
     this.StartDate = startDate;
     this.Details = details;
     this.State = projectState;
 }
示例#28
0
    IEnumerator Attack()
    {
        currState = State.Attacking;
        pathFinder.enabled = false;
        skinMaterial.color = Color.red;

        Vector3 startPos = transform.position;
        Vector3 directionToTarget = (target.position - transform.position).normalized;
        Vector3 endPos =  target.position - directionToTarget * (myCollisionRadius); //new Vector3(target.position.x, 1, target.position.z);

        float percent = 0.0f;
        float attackSpeed = 3.0f;

        bool hasAppliedDamage = false;

        while(percent <= 1.0f)
        {
            percent += Time.deltaTime * attackSpeed;
            float interpolation = ((- percent * percent) + percent) * 4;
            transform.position = Vector3.Lerp(startPos, endPos, interpolation);

            if(percent >= .5f && !hasAppliedDamage)
            {
                hasAppliedDamage = true;
                livingEntity.TakeDamage(damage);
            }

            yield return null;
        }

        pathFinder.enabled = true;
        skinMaterial.color = originalColor;
        currState = State.Chasing;
    }
示例#29
0
        public override Activity Tick(Actor self)
        {
            switch (state)
            {
                case State.Wait:
                    return this;
                case State.Turn:
                    state = State.DragIn;
                    return Util.SequenceActivities(new Turn(112), this);
                case State.DragIn:
                    state = State.Dock;
                    return Util.SequenceActivities(new Drag(startDock, endDock, 12), this);
                case State.Dock:
                    ru.PlayCustomAnimation(self, "dock", () => { ru.PlayCustomAnimRepeating(self, "dock-loop"); state = State.Loop; });
                    state = State.Wait;
                    return this;
                case State.Loop:
                    if (!proc.IsInWorld || proc.IsDead() || harv.TickUnload(self, proc))
                        state = State.Undock;
                    return this;
                case State.Undock:
                    ru.PlayCustomAnimBackwards(self, "dock", () => state = State.DragOut);
                    state = State.Wait;
                    return this;
                case State.DragOut:
                    return Util.SequenceActivities(new Drag(endDock, startDock, 12), NextActivity);
            }

            throw new InvalidOperationException("Invalid harvester dock state");
        }
		private void SetTouchState(State state, Vector2D position)
		{
			if (touch == null)
				return; //ncrunch: no coverage
			touch.SetTouchState(0, state, position);
			AdvanceTimeAndUpdateEntities();
		}
示例#31
0
 internal Lobby(Client client)
 {
     Client = client;
     state  = State.Init;
 }
示例#32
0
// -----------------------------------------------------------------------------
// MoveBehavor

    public override void Init(bool _overridden)
    {
        switch (dState)
        {
        case State.NotDashing:
            if (!_overridden)
            {
                if (pcInput.DashButton && pcState.MovingHoriz)
                {
                    dState = State.Initialize;
                }
            }
            break;

        case State.Initialize:
            if (_overridden)
            {
                dState = State.NotDashing;
            }
            else if (initialized)
            {
                dState = State.Move;
            }
            break;

        case State.Move:
            if (_overridden)
            {
                dState = State.NotDashing;
            }
            else if (targetReached)
            {
                dState = State.PostMomentum;
            }
            break;

        case State.PostMomentum:
            if (_overridden)
            {
                dState = State.NotDashing;
            }
            else if (momentumDone)
            {
                dState = State.Cooldown;
            }
            break;

        case State.Cooldown:
            if (_overridden || cooldownDone)
            {
                dState = State.NotDashing;
            }
            break;

        default:
            Debug.Log("switch: value match not found");
            break;
        }

        // reset triggers if not dashing
        if (dState == State.NotDashing &&
            (isActive || initialized || targetReached || cooldownDone))
        {
            isActive          = false;
            initialized       = false;
            targetReached     = false;
            momentumAddedLock = false;
            momentumDone      = false;
            cooldownDone      = false;
        }

        // Initialize dash
        if (dState == State.Initialize)
        {
            // determine hit point / end point
            wallHit = false;
            if (pcInput.RightButton)
            {
                castDir = Vector2.right;
            }
            else
            {
                castDir = Vector2.left;
            }
            startPoint = transform.position;
            endPoint   = (Vector2)transform.position + (castDir * dist);
            // raycast
            RaycastHit2D hit = Physics2D.Raycast(
                transform.position, castDir, dist, dashMask);
            // if collided with wall
            if (hit.collider != null)
            {
                wallHit  = true;
                hitPoint = hit.point;
                // set beside raycast hit object
                if (castDir == Vector2.right)
                {
                    hitPoint += new Vector2(colliderRadius * -1, 0);
                }
                else
                {
                    hitPoint += new Vector2(colliderRadius, 0);
                }
            }
            else
            {
                hitPoint = endPoint;
            }
            // init dash variables
            isActive      = true;
            initialized   = true;
            cooldownTimer = 0;
            momentumTimer = 0;
            dashTimer     = dashDuration * 0.25f;
            // add a little skip to the beginning of dash

            // create burst effect
            GameObject burst = Instantiate(dashBurstEffectPrefab,
                                           transform.position, Quaternion.identity) as GameObject;
            burst.GetComponent <ParticleSystem>().Play();
            Destroy(burst, 1f);
        }

        // post momentum timer
        if (dState == State.PostMomentum)
        {
            momentumTimer += Time.fixedDeltaTime;
            if (momentumTimer > momentumDuration)
            {
                momentumDone = true;
                isActive     = false;
            }
        }

        // Cooldown timer
        if (dState == State.Cooldown)
        {
            cooldownTimer += Time.fixedDeltaTime;
            if (cooldownTimer > cooldownDuration)
            {
                cooldownDone = true;
            }
        }
    }
 public RenameFileEditor(TService service, State state, string fileName, CancellationToken cancellationToken)
     : base(service, state, fileName, cancellationToken)
 {
 }
示例#34
0
    // Playing state must be called internally

    void ChangeState(State state)
    {
        var newState = GetStateForEnum(state);

        ChangeState(state, newState);
    }
示例#35
0
        static Parser()
        {
            states[0]  = new State(new int[] { 3, 4 }, new int[] { -1, 1, -3, 3 });
            states[1]  = new State(new int[] { 2, 2 });
            states[2]  = new State(-1);
            states[3]  = new State(-2);
            states[4]  = new State(new int[] { 8, 18, 3, 4, 5, 31, 11, 35, 13, 40, 15, 46, 17, 55, 20, 60, 23, 67 }, new int[] { -4, 5, -5, 44, -6, 9, -14, 10, -3, 29, -7, 30, -8, 34, -9, 39, -10, 45, -11, 54, -12, 59, -13, 66 });
            states[5]  = new State(new int[] { 4, 6, 10, 7 });
            states[6]  = new State(-25);
            states[7]  = new State(new int[] { 8, 18, 3, 4, 5, 31, 11, 35, 13, 40, 15, 46, 17, 55, 20, 60, 23, 67 }, new int[] { -5, 8, -6, 9, -14, 10, -3, 29, -7, 30, -8, 34, -9, 39, -10, 45, -11, 54, -12, 59, -13, 66 });
            states[8]  = new State(-4);
            states[9]  = new State(-5);
            states[10] = new State(new int[] { 9, 11 });
            states[11] = new State(new int[] { 8, 18, 6, 19, 18, 20 }, new int[] { -15, 12, -16, 28, -17, 27, -14, 17 });
            states[12] = new State(new int[] { 24, 13, 25, 23, 4, -15, 10, -15, 14, -15, 22, -15 });
            states[13] = new State(new int[] { 8, 18, 6, 19, 18, 20 }, new int[] { -16, 14, -17, 27, -14, 17 });
            states[14] = new State(new int[] { 27, 15, 26, 25, 24, -17, 25, -17, 4, -17, 10, -17, 14, -17, 22, -17, 19, -17, 8, -17, 3, -17, 5, -17, 11, -17, 13, -17, 15, -17, 17, -17, 20, -17, 23, -17, 12, -17, 16, -17, 21, -17 });
            states[15] = new State(new int[] { 8, 18, 6, 19, 18, 20 }, new int[] { -17, 16, -14, 17 });
            states[16] = new State(-20);
            states[17] = new State(-22);
            states[18] = new State(-14);
            states[19] = new State(-23);
            states[20] = new State(new int[] { 8, 18, 6, 19, 18, 20 }, new int[] { -15, 21, -16, 28, -17, 27, -14, 17 });
            states[21] = new State(new int[] { 19, 22, 24, 13, 25, 23 });
            states[22] = new State(-24);
            states[23] = new State(new int[] { 8, 18, 6, 19, 18, 20 }, new int[] { -16, 24, -17, 27, -14, 17 });
            states[24] = new State(new int[] { 27, 15, 26, 25, 24, -18, 25, -18, 4, -18, 10, -18, 14, -18, 22, -18, 19, -18, 8, -18, 3, -18, 5, -18, 11, -18, 13, -18, 15, -18, 17, -18, 20, -18, 23, -18, 12, -18, 16, -18, 21, -18 });
            states[25] = new State(new int[] { 8, 18, 6, 19, 18, 20 }, new int[] { -17, 26, -14, 17 });
            states[26] = new State(-21);
            states[27] = new State(-19);
            states[28] = new State(new int[] { 27, 15, 26, 25, 24, -16, 25, -16, 4, -16, 10, -16, 14, -16, 22, -16, 19, -16, 8, -16, 3, -16, 5, -16, 11, -16, 13, -16, 15, -16, 17, -16, 20, -16, 23, -16, 12, -16, 16, -16, 21, -16 });
            states[29] = new State(-6);
            states[30] = new State(-7);
            states[31] = new State(new int[] { 8, 18, 6, 19, 18, 20 }, new int[] { -15, 32, -16, 28, -17, 27, -14, 17 });
            states[32] = new State(new int[] { 24, 13, 25, 23, 8, 18, 3, 4, 5, 31, 11, 35, 13, 40, 15, 46, 17, 55, 20, 60, 23, 67 }, new int[] { -5, 33, -6, 9, -14, 10, -3, 29, -7, 30, -8, 34, -9, 39, -10, 45, -11, 54, -12, 59, -13, 66 });
            states[33] = new State(-26);
            states[34] = new State(-8);
            states[35] = new State(new int[] { 8, 18, 6, 19, 18, 20 }, new int[] { -15, 36, -16, 28, -17, 27, -14, 17 });
            states[36] = new State(new int[] { 12, 37, 24, 13, 25, 23 });
            states[37] = new State(new int[] { 8, 18, 3, 4, 5, 31, 11, 35, 13, 40, 15, 46, 17, 55, 20, 60, 23, 67 }, new int[] { -5, 38, -6, 9, -14, 10, -3, 29, -7, 30, -8, 34, -9, 39, -10, 45, -11, 54, -12, 59, -13, 66 });
            states[38] = new State(-27);
            states[39] = new State(-9);
            states[40] = new State(new int[] { 8, 18, 3, 4, 5, 31, 11, 35, 13, 40, 15, 46, 17, 55, 20, 60, 23, 67 }, new int[] { -4, 41, -5, 44, -6, 9, -14, 10, -3, 29, -7, 30, -8, 34, -9, 39, -10, 45, -11, 54, -12, 59, -13, 66 });
            states[41] = new State(new int[] { 14, 42, 10, 7 });
            states[42] = new State(new int[] { 8, 18, 6, 19, 18, 20 }, new int[] { -15, 43, -16, 28, -17, 27, -14, 17 });
            states[43] = new State(new int[] { 24, 13, 25, 23, 4, -28, 10, -28, 14, -28, 22, -28 });
            states[44] = new State(-3);
            states[45] = new State(-10);
            states[46] = new State(new int[] { 8, 18 }, new int[] { -14, 47 });
            states[47] = new State(new int[] { 9, 48 });
            states[48] = new State(new int[] { 8, 18, 6, 19, 18, 20 }, new int[] { -15, 49, -16, 28, -17, 27, -14, 17 });
            states[49] = new State(new int[] { 16, 50, 24, 13, 25, 23 });
            states[50] = new State(new int[] { 8, 18, 6, 19, 18, 20 }, new int[] { -15, 51, -16, 28, -17, 27, -14, 17 });
            states[51] = new State(new int[] { 12, 52, 24, 13, 25, 23 });
            states[52] = new State(new int[] { 8, 18, 3, 4, 5, 31, 11, 35, 13, 40, 15, 46, 17, 55, 20, 60, 23, 67 }, new int[] { -5, 53, -6, 9, -14, 10, -3, 29, -7, 30, -8, 34, -9, 39, -10, 45, -11, 54, -12, 59, -13, 66 });
            states[53] = new State(-29);
            states[54] = new State(-11);
            states[55] = new State(new int[] { 18, 56 });
            states[56] = new State(new int[] { 8, 18, 6, 19, 18, 20 }, new int[] { -15, 57, -16, 28, -17, 27, -14, 17 });
            states[57] = new State(new int[] { 19, 58, 24, 13, 25, 23 });
            states[58] = new State(-30);
            states[59] = new State(-12);
            states[60] = new State(new int[] { 8, 18, 6, 19, 18, 20 }, new int[] { -15, 61, -16, 28, -17, 27, -14, 17 });
            states[61] = new State(new int[] { 21, 62, 24, 13, 25, 23 });
            states[62] = new State(new int[] { 8, 18, 3, 4, 5, 31, 11, 35, 13, 40, 15, 46, 17, 55, 20, 60, 23, 67 }, new int[] { -5, 63, -6, 9, -14, 10, -3, 29, -7, 30, -8, 34, -9, 39, -10, 45, -11, 54, -12, 59, -13, 66 });
            states[63] = new State(new int[] { 22, 64, 4, -32, 10, -32, 14, -32 });
            states[64] = new State(new int[] { 8, 18, 3, 4, 5, 31, 11, 35, 13, 40, 15, 46, 17, 55, 20, 60, 23, 67 }, new int[] { -5, 65, -6, 9, -14, 10, -3, 29, -7, 30, -8, 34, -9, 39, -10, 45, -11, 54, -12, 59, -13, 66 });
            states[65] = new State(-31);
            states[66] = new State(-13);
            states[67] = new State(new int[] { 8, 18 }, new int[] { -14, 68 });
            states[68] = new State(new int[] { 28, 70, 4, -34, 10, -34, 14, -34, 22, -34 }, new int[] { -18, 69 });
            states[69] = new State(-33);
            states[70] = new State(new int[] { 8, 18 }, new int[] { -14, 71 });
            states[71] = new State(new int[] { 28, 70, 4, -34, 10, -34, 14, -34, 22, -34 }, new int[] { -18, 72 });
            states[72] = new State(-35);

            rules[1]  = new Rule(-2, new int[] { -1, 2 });
            rules[2]  = new Rule(-1, new int[] { -3 });
            rules[3]  = new Rule(-4, new int[] { -5 });
            rules[4]  = new Rule(-4, new int[] { -4, 10, -5 });
            rules[5]  = new Rule(-5, new int[] { -6 });
            rules[6]  = new Rule(-5, new int[] { -3 });
            rules[7]  = new Rule(-5, new int[] { -7 });
            rules[8]  = new Rule(-5, new int[] { -8 });
            rules[9]  = new Rule(-5, new int[] { -9 });
            rules[10] = new Rule(-5, new int[] { -10 });
            rules[11] = new Rule(-5, new int[] { -11 });
            rules[12] = new Rule(-5, new int[] { -12 });
            rules[13] = new Rule(-5, new int[] { -13 });
            rules[14] = new Rule(-14, new int[] { 8 });
            rules[15] = new Rule(-6, new int[] { -14, 9, -15 });
            rules[16] = new Rule(-15, new int[] { -16 });
            rules[17] = new Rule(-15, new int[] { -15, 24, -16 });
            rules[18] = new Rule(-15, new int[] { -15, 25, -16 });
            rules[19] = new Rule(-16, new int[] { -17 });
            rules[20] = new Rule(-16, new int[] { -16, 27, -17 });
            rules[21] = new Rule(-16, new int[] { -16, 26, -17 });
            rules[22] = new Rule(-17, new int[] { -14 });
            rules[23] = new Rule(-17, new int[] { 6 });
            rules[24] = new Rule(-17, new int[] { 18, -15, 19 });
            rules[25] = new Rule(-3, new int[] { 3, -4, 4 });
            rules[26] = new Rule(-7, new int[] { 5, -15, -5 });
            rules[27] = new Rule(-8, new int[] { 11, -15, 12, -5 });
            rules[28] = new Rule(-9, new int[] { 13, -4, 14, -15 });
            rules[29] = new Rule(-10, new int[] { 15, -14, 9, -15, 16, -15, 12, -5 });
            rules[30] = new Rule(-11, new int[] { 17, 18, -15, 19 });
            rules[31] = new Rule(-12, new int[] { 20, -15, 21, -5, 22, -5 });
            rules[32] = new Rule(-12, new int[] { 20, -15, 21, -5 });
            rules[33] = new Rule(-13, new int[] { 23, -14, -18 });
            rules[34] = new Rule(-18, new int[] {});
            rules[35] = new Rule(-18, new int[] { 28, -14, -18 });
        }
示例#36
0
        /// <summary>
        /// Recupera as propriedades da string informada.
        /// </summary>
        /// <param name="propString"></param>
        /// <returns></returns>
        private Hashtable GetProperties(string propString)
        {
            bool      flag       = false;
            Hashtable hashtable  = new Hashtable();
            Tokenizer tokenizer  = new Tokenizer(propString);
            string    tokenValue = "";
            int       num        = 0;
            State     keyNeeded  = State.keyNeeded;
            Stack     stack      = new Stack();

            while (true)
            {
                switch (tokenizer.GetNextToken())
                {
                case Tokenizer.UNNEST:
                    if (keyNeeded != State.keyNeeded)
                    {
                        throw new ConfigurationException(ResourceMessageFormatter.Create(() => Caching.Properties.Resources.ConfigurationException_PropsConfigReader_CloseParanthesisMisplaced).Format());
                    }
                    if (num < 1)
                    {
                        throw new ConfigurationException(ResourceMessageFormatter.Create(() => Caching.Properties.Resources.ConfigurationException_PropsConfigReader_CloseParenthesisUnexpected).Format());
                    }
                    if (flag)
                    {
                        flag = false;
                    }
                    hashtable = stack.Pop() as Hashtable;
                    num--;
                    continue;

                case Tokenizer.ID:
                    int num2;
                    switch (keyNeeded)
                    {
                    case State.keyNeeded:
                        if (tokenValue == "parameters")
                        {
                            flag = true;
                        }
                        tokenValue = tokenizer.TokenValue;
                        num2       = tokenizer.GetNextToken();
                        if (((num2 == Tokenizer.CONTINUE) || (num2 == Tokenizer.UNNEST)) || ((num2 == Tokenizer.ID) || (num2 == Tokenizer.EOF)))
                        {
                            throw new ConfigurationException(ResourceMessageFormatter.Create(() => Caching.Properties.Resources.ConfigurationException_PropsConfigReader_KeyFollowingBadToken).Format());
                        }
                        switch (num2)
                        {
                        case Tokenizer.ASSIGN:
                            keyNeeded = State.valNeeded;
                            continue;

                        case Tokenizer.NEST:
                            stack.Push(hashtable);
                            hashtable[tokenValue.ToLower()] = new Hashtable();
                            hashtable = hashtable[tokenValue.ToLower()] as Hashtable;
                            keyNeeded = State.keyNeeded;
                            num++;
                            break;
                        }
                        continue;

                    case State.valNeeded:
                    {
                        string str2 = tokenizer.TokenValue;
                        num2      = tokenizer.GetNextToken();
                        keyNeeded = State.keyNeeded;
                        switch (num2)
                        {
                        case Tokenizer.ASSIGN:
                        case Tokenizer.ID:
                        case Tokenizer.EOF:
                            throw new ConfigurationException(ResourceMessageFormatter.Create(() => Caching.Properties.Resources.ConfigurationException_PropsConfigReader_ValueFollowingBadToken).Format());
                        }
                        if (flag)
                        {
                            hashtable[tokenValue] = str2;
                        }
                        else
                        {
                            hashtable[tokenValue.ToLower()] = str2;
                        }
                        switch (num2)
                        {
                        case Tokenizer.NEST:
                            stack.Push(hashtable);
                            hashtable[tokenValue.ToLower()] = new Hashtable();
                            hashtable = hashtable[tokenValue.ToLower()] as Hashtable;
                            hashtable.Add("id", tokenValue);
                            hashtable.Add("type", str2);
                            keyNeeded = State.keyNeeded;
                            num++;
                            break;

                        case Tokenizer.UNNEST:
                            if (num < 1)
                            {
                                throw new ConfigurationException(ResourceMessageFormatter.Create(() => Caching.Properties.Resources.ConfigurationException_PropsConfigReader_CloseParenthesisUnexpected).Format());
                            }
                            if (flag)
                            {
                                flag = false;
                            }
                            hashtable = stack.Pop() as Hashtable;
                            num--;
                            keyNeeded = State.keyNeeded;
                            break;
                        }
                        continue;
                    }
                    }
                    continue;

                case Tokenizer.EOF:
                    if (keyNeeded != State.keyNeeded)
                    {
                        throw new ConfigurationException(ResourceMessageFormatter.Create(() => Caching.Properties.Resources.ConfigurationException_PropsConfigReader_InvalidEOF).Format());
                    }
                    if (num > 0)
                    {
                        throw new ConfigurationException("Invalid property string, un-matched paranthesis");
                    }
                    return(hashtable);
                }
                throw new ConfigurationException("Invalid property string");
            }
        }
示例#37
0
 // Use this for initialization
 void Start()
 {
     _state = _startingState;
     _textComponent.text = _state.GetStateStory();
 }
示例#38
0
 /// <summary>
 /// Gets the spans to fix by document for the <see cref="Scope"/> for this fix all occurences fix.
 /// If no spans are specified, it indicates the entire document needs to be fixed.
 /// </summary>
 public Task<ImmutableDictionary<Document, Optional<ImmutableArray<TextSpan>>>> GetFixAllSpansAsync(CancellationToken cancellationToken)
     => State.GetFixAllSpansAsync(cancellationToken);
 //Wait time until the weapon can fire again
 public virtual IEnumerator FireRateCoolDown()
 {
     currentWeaponState = State.CoolingDown;
     yield return new WaitForSeconds(fireRate);
     currentWeaponState = State.Ready;
 }
 //This is used to reset the weapon's state when equipped
 public void Refresh()
 {
     currentWeaponState = State.Ready;
 }
示例#41
0
 internal OneOrMany(T value)
 {
     _value  = value;
     _values = default;
     _state  = State.One;
 }
示例#42
0
 public BaseOperation()
 {
     m_state = State.Created;
 }
示例#43
0
 public static Address Create(Address1 address1, Address2 address2, City city, State state, PostalCode postalCode) =>
 new Address(address1, address2, city, state, postalCode);
示例#44
0
        internal async Task Join()
        {
            if (state == State.Joining || state == State.Lobby)
            {
                return;
            }
            state = State.Joining;
            LobbyInfo lobbyInfo;

            try {
                lobbyInfo = await Client.lobbyService.Authorize();
            } catch (Exception e) {
                state = State.Init;
                throw e;
            }
            try {
                lobbyConn = new LobbyConnection();
                await lobbyConn.Connect(Client.AppId, lobbyInfo.Url, Client.GameVersion, Client.UserId, lobbyInfo.SessionToken);

                await lobbyConn.JoinLobby();

                lobbyConn.OnMessage = (cmd, op, body) => {
                    switch (cmd)
                    {
                    case CommandType.Lobby:
                        switch (op)
                        {
                        case OpType.RoomList:
                            HandleRoomListUpdated(body.RoomList);
                            break;

                        default:
                            Logger.Error("unknown msg: {0}/{1} {2}", cmd, op, body);
                            break;
                        }
                        break;

                    case CommandType.Statistic:
                        break;

                    case CommandType.Error: {
                        Logger.Error("error msg: {0}", body);
                        ErrorInfo errorInfo = body.Error.ErrorInfo;
                        Client.OnError?.Invoke(errorInfo.ReasonCode, errorInfo.Detail);
                    }
                    break;

                    default:
                        Logger.Error("unknown msg: {0}/{1} {2}", cmd, op, body);
                        break;
                    }
                };
                state = State.Lobby;
            } catch (Exception e) {
                if (lobbyConn != null)
                {
                    await lobbyConn.Close();
                }
                state = State.Init;
                throw e;
            }
        }
示例#45
0
 public static void Add(State state)
 {
     _states.Add(state);
 }
示例#46
0
 public void SetTarget(Transform newTarget, State newState)
 {
     target = newTarget;
     state  = newState;
 }
示例#47
0
 public void Chase(Transform other, State newState)
 {
     _aiDestinationSetter.target = other;
 }
        public static List <string> SerialiseState(State newState, List <string> importedProvinces)
        {
            string vp1provID = "ProvinceID";
            string vp2provID = "ProvinceID";
            Dictionary <int, string> provinceDict = new Dictionary <int, string> ();

            if (importedProvinces != null)
            {
                int i = 0;
                foreach (var provinceID in importedProvinces)
                {
                    provinceDict.Add(i, provinceID);
                    i++;
                }
                provinceDict.TryGetValue(MainClass.GetRandomNumber(0, provinceDict.Count), out vp1provID);
                provinceDict.TryGetValue(MainClass.GetRandomNumber(0, provinceDict.Count), out vp2provID);
            }

            var retVal = new List <string> ();

            retVal.Add("");
            retVal.Add("state = {");
            retVal.Add("\tid = " + newState.StateId);
            retVal.Add("\tname = " + newState.StateName);
            retVal.Add("\tmanpower = " + newState.Manpower);
            retVal.Add("");
            retVal.Add("\tstate_category = " + newState.StateCategory);
            retVal.Add("");
            retVal.Add("\tresources = {");
            foreach (var pair in newState.Resources)
            {
                if (pair.Value != 0)
                {
                    retVal.Add("\t\t" + pair.Key + "=" + pair.Value);
                }
            }
            retVal.Add("\t}");
            retVal.Add("");
            retVal.Add("\thistory = {");
            retVal.Add("\t\t" + newState.History.Owner);
            retVal.Add("");
            if (newState.History.VictoryPoints1 != 0)
            {
                retVal.Add("\t\tvictory_points = {");
                retVal.Add("\t\t\t" + vp1provID + " " + newState.History.VictoryPoints1 + " #change if ProvinceID");
                retVal.Add("\t\t}");
            }
            if (newState.History.VictoryPoints2 != 0)
            {
                retVal.Add("\t\tvictory_points = {");
                retVal.Add("\t\t\t" + vp2provID + " " + newState.History.VictoryPoints2 + " #change if ProvinceID");
                retVal.Add("\t\t}");
            }
            retVal.Add("");
            retVal.Add("\t\tbuildings = {");
            foreach (var pair in newState.History.Buildings)
            {
                if (pair.Value != 0)
                {
                    retVal.Add("\t\t\t" + pair.Key + "=" + pair.Value);
                }
            }
            retVal.Add("\t\t}");
            retVal.Add("");
            retVal.Add("\t\t" + newState.History.Core);
            if (newState.History.Core2.IsNotNullOrEmpty())
            {
                retVal.Add("\t\t" + newState.History.Core2);
            }
            retVal.Add("\t}");
            retVal.Add("");
            retVal.Add("\tprovinces = {");

            string provinces = GenerateProvincesString(vp1provID, vp2provID, importedProvinces, provinceDict);

            retVal.Add("\t\t" + vp1provID + " " + vp2provID + " " + provinces + " #change these if ProvinceID");
            retVal.Add("\t}");
            retVal.Add("}");

            return(retVal);
        }
示例#49
0
 void Awake()
 {
     cam   = GetComponentInChildren <Camera>();
     state = State.Idle;
 }
示例#50
0
 public void Reset()
 {
     state = State.Idle;
 }
示例#51
0
 protected void AddErrorState(string member, Exception ex)
 {
     State.AddError(member, ex.GetExceptionMessage());
 }
示例#52
0
 // Use this for initialization
 void Start()
 {
     state = startingState;
     textComponent.text = state.GetStoryText();
 }
        public override bool MoveToAttribute(string name)
        {
            int            depth;
            XPathNavigator nav = GetElemNav(out depth);

            if (null == nav)
            {
                return(false);
            }

            string prefix, localname;

            ValidateNames.SplitQName(name, out prefix, out localname);

            // watch for a namespace name
            bool IsXmlnsNoPrefix = false;

            if ((IsXmlnsNoPrefix = (0 == prefix.Length && localname == "xmlns")) ||
                (prefix == "xmlns"))
            {
                if (IsXmlnsNoPrefix)
                {
                    localname = string.Empty;
                }
                if (nav.MoveToFirstNamespace(XPathNamespaceScope.Local))
                {
                    do
                    {
                        if (nav.LocalName == localname)
                        {
                            goto FoundMatch;
                        }
                    } while (nav.MoveToNextNamespace(XPathNamespaceScope.Local));
                }
            }
            else if (0 == prefix.Length)
            {
                // the empty prefix always means empty namespaceUri for attributes
                if (nav.MoveToAttribute(localname, string.Empty))
                {
                    goto FoundMatch;
                }
            }
            else
            {
                if (nav.MoveToFirstAttribute())
                {
                    do
                    {
                        if (nav.LocalName == localname && nav.Prefix == prefix)
                        {
                            goto FoundMatch;
                        }
                    } while (nav.MoveToNextAttribute());
                }
            }
            return(false);

FoundMatch:
            if (_state == State.InReadBinary)
            {
                _readBinaryHelper.Finish();
                _state = _savedState;
            }
            MoveToAttr(nav, depth + 1);
            return(true);
        }
示例#54
0
 void TransitionState(State state)
 {
     mCurrentState = state;
 }
        /// <summary>
        /// Move to the next reader state.  Return false if that is ReaderState.Closed.
        /// </summary>
        public override bool Read()
        {
            _attrCount = -1;
            switch (_state)
            {
            case State.Error:
            case State.Closed:
            case State.EOF:
                return(false);

            case State.Initial:
                // Starting state depends on the navigator's item type
                _nav   = _navToRead;
                _state = State.Content;
                if (XPathNodeType.Root == _nav.NodeType)
                {
                    if (!_nav.MoveToFirstChild())
                    {
                        SetEOF();
                        return(false);
                    }
                    _readEntireDocument = true;
                }
                else if (XPathNodeType.Attribute == _nav.NodeType)
                {
                    _state = State.Attribute;
                }
                _nodeType = ToXmlNodeType(_nav.NodeType);
                break;

            case State.Content:
                if (_nav.MoveToFirstChild())
                {
                    _nodeType = ToXmlNodeType(_nav.NodeType);
                    _depth++;
                    _state = State.Content;
                }
                else if (_nodeType == XmlNodeType.Element &&
                         !_nav.IsEmptyElement)
                {
                    _nodeType = XmlNodeType.EndElement;
                    _state    = State.EndElement;
                }
                else
                {
                    goto case State.EndElement;
                }
                break;

            case State.EndElement:
                if (0 == _depth && !_readEntireDocument)
                {
                    SetEOF();
                    return(false);
                }
                else if (_nav.MoveToNext())
                {
                    _nodeType = ToXmlNodeType(_nav.NodeType);
                    _state    = State.Content;
                }
                else if (_depth > 0 && _nav.MoveToParent())
                {
                    Debug.Assert(_nav.NodeType == XPathNodeType.Element, _nav.NodeType.ToString() + " == XPathNodeType.Element");
                    _nodeType = XmlNodeType.EndElement;
                    _state    = State.EndElement;
                    _depth--;
                }
                else
                {
                    SetEOF();
                    return(false);
                }
                break;

            case State.Attribute:
            case State.AttrVal:
                if (!_nav.MoveToParent())
                {
                    SetEOF();
                    return(false);
                }
                _nodeType = ToXmlNodeType(_nav.NodeType);
                _depth--;
                if (_state == State.AttrVal)
                {
                    _depth--;
                }
                goto case State.Content;

            case State.InReadBinary:
                _state = _savedState;
                _readBinaryHelper.Finish();
                return(Read());
            }
            return(true);
        }
        public override bool MoveToNextAttribute()
        {
            switch (_state)
            {
            case State.Content:
                return(MoveToFirstAttribute());

            case State.Attribute:
            {
                if (XPathNodeType.Attribute == _nav.NodeType)
                {
                    return(_nav.MoveToNextAttribute());
                }

                // otherwise it is on a namespace... namespace are in reverse order
                Debug.Assert(XPathNodeType.Namespace == _nav.NodeType);
                XPathNavigator nav = _nav.Clone();
                if (!nav.MoveToParent())
                {
                    return(false);        // shouldn't happen
                }
                if (!nav.MoveToFirstNamespace(XPathNamespaceScope.Local))
                {
                    return(false);        // shouldn't happen
                }
                if (nav.IsSamePosition(_nav))
                {
                    // this was the last one... start walking attributes
                    nav.MoveToParent();
                    if (!nav.MoveToFirstAttribute())
                    {
                        return(false);
                    }
                    // otherwise we are there
                    _nav.MoveTo(nav);
                    return(true);
                }
                else
                {
                    XPathNavigator prev = nav.Clone();
                    for (; ;)
                    {
                        if (!nav.MoveToNextNamespace(XPathNamespaceScope.Local))
                        {
                            Debug.Fail("Couldn't find Namespace Node! Should not happen!");
                            return(false);
                        }
                        if (nav.IsSamePosition(_nav))
                        {
                            _nav.MoveTo(prev);
                            return(true);
                        }
                        prev.MoveTo(nav);
                    }
                    // found previous namespace position
                }
            }

            case State.AttrVal:
                _depth--;
                _state = State.Attribute;
                if (!MoveToNextAttribute())
                {
                    _depth++;
                    _state = State.AttrVal;
                    return(false);
                }
                _nodeType = XmlNodeType.Attribute;
                return(true);

            case State.InReadBinary:
                _state = _savedState;
                if (!MoveToNextAttribute())
                {
                    _state = State.InReadBinary;
                    return(false);
                }
                _readBinaryHelper.Finish();
                return(true);

            default:
                return(false);
            }
        }
示例#57
0
 internal Configuration(State <A, S> state, Word <A, S> remainingWord, Stack <A, S> stack)
 {
     State         = state;
     RemainingWord = remainingWord;
     Stack         = stack;
 }
示例#58
0
    protected bool invulnerable;            //Used to give the mobile temporary invincibility after getting hit etc.

    public abstract void ChangeState(State <Mobile> state);
示例#59
0
 private void ChangeState(State stateToChangeTo)
 {
     controller.xMove = controller.yMove = 0;
     currentState     = stateToChangeTo;
 }
示例#60
0
        public static void Edit(State state)
        {
            var selectedState = _states.FirstOrDefault(c => c.StateAbbreviation == state.StateAbbreviation);

            selectedState.StateName = state.StateName;
        }