本文整理汇总了C#中IApiClient.ErrorOccured方法的典型用法代码示例。如果您正苦于以下问题:C# IApiClient.ErrorOccured方法的具体用法?C# IApiClient.ErrorOccured怎么用?C# IApiClient.ErrorOccured使用的例子?那么, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在类IApiClient
的用法示例。
在下文中一共展示了IApiClient.ErrorOccured方法的4个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C#代码示例。
示例1: StartGameLoop
public void StartGameLoop(IApiClient client, SetupState setupState, SetupController setupController)
{
if (RoundState != null && RoundState.IsRoundStarted)
{
System.Console.WriteLine("Game is already started");
client.ErrorOccured("Game is already started");
return;
}
RoundState = new RoundState();
RoundState.IsRoundStarted = true;
client.RoundStarted();
//bool success = true;
Task.Factory.StartNew(() =>
{
InitializeAttackerInfo(setupState);
while (!IsRoundOver(setupState)&&RoundState.IsRoundStarted)
{
IsAttackerInRange(client, setupState);
AttackerMove(client, setupState);
//AttackerRecievedDamage(client);
Task.Delay(300).Wait();
}
StopShooting(client);
RoundState.IsRoundStarted = false;
client.RoundFinished();
EndOfGame(client);
});
}
示例2: MarkDefenderReady
public void MarkDefenderReady(IApiClient client, RoundController roundController)
{
if (GameRoomController.GameRoomState == null || !GameRoomController.GameRoomState.IsBothPlayersConnected())
{
client.ErrorOccured("Trying mark defender as ready before room created and/or both players are ready.");
return;
}
client.DefenderWasMarkedReady();
SetupState.IsDefenderReady = true;
OnPlayerReady(client, roundController);
}
示例3: ConnectDefender
public void ConnectDefender(IApiClient client, SetupController setupController)
{
if (!IsGameRoomCreated())
{
client.ErrorOccured("Trying connect defender before room was created");
return;
}
client.DefenderConnected();
GameRoomState.IsDefenderConnected = true;
if (GameRoomState.IsAttackerConnected && GameRoomState.IsDefenderConnected)
{
setupController.BeginFirstRoundSetup(client);
}
}
示例4: UpgradeAttackerArmor
public void UpgradeAttackerArmor(IApiClient client)
{
if (GameRoomController.GameRoomState == null || !GameRoomController.GameRoomState.IsAttackerConnected)
{
client.ErrorOccured("Trying to upgrade attacker armor before room created and/or both players are ready.");
return;
}
AttackerUpgrader.UpgradeArmor();
}