当前位置: 首页>>代码示例>>C#>>正文


C# Status类代码示例

本文整理汇总了C#中Status的典型用法代码示例。如果您正苦于以下问题:C# Status类的具体用法?C# Status怎么用?C# Status使用的例子?那么恭喜您, 这里精选的类代码示例或许可以为您提供帮助。


Status类属于命名空间,在下文中一共展示了Status类的15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: ReAutoTarget

    public void ReAutoTarget()
    {
        // 타겟을 재 탐색합니다.

        mMonsterCount -= 1;
        TargetMonster = null;
        if(mMonsterCount == 0)
        {
            // 몬스터를 모두 클리어 하였습니다.
            Debug.Log ("Clear");

            mLoopCount -= 1;

            // 모든 공격과 스텝을 중지시킵니다.
            StopCoroutine("ArcherAttack");
            StopCoroutine("MonsterAttack");
            StopCoroutine("AutoStep");

            if(mLoopCount == 0)
            {
                // 모든 스테이지가 클리어 되었습니다.
                Debug.Log("Stage All Clear");
                GameOver();
                return;
            }

            // 던전 스텝을 초기화 시키고 다시 순환 시킵니다.
            mStatus = Status.Idle;
            StartCoroutine("AutoStep");
            return;
        }

        // 타겟 재 탐색
        GetAutoTarget();
    }
开发者ID:makiable,项目名称:2D-RPG_CH6_Start,代码行数:35,代码来源:GameManager.cs

示例2: Get

		/// <summary>
		/// 指定したツイートを起点とした会話ツリーを取得します。
		/// </summary>
		/// <param name="root"></param>
		/// <returns></returns>
		public StatusCollection Get(Status root)
		{
			return this.DoReadLockAction(() =>
			{
				var list = new List<Status> { root };
				var current = root;

				// 起点より古いツイートの抽出 (in_reply_to を辿っていく)
				while (current.DisplayStatus.InReplyToStatusId.HasValue)
				{
					Status next;
					if (this.statuses.TryGetValue(current.DisplayStatus.InReplyToStatusId.Value, out next))
					{
						list.Add(next);
						current = next;
					}
					else break;
				}

				// 起点より新しいツイートの抽出 (ReplyFrom を使って逆方向へ辿る (再帰でツリーすべてをさらう感じ))
				Action<Status> recursion = null;
				recursion = status =>
				{
					status.DisplayStatus.ReplyFrom.ForEach(s => recursion(s));
					list.Add(status);
				};
				recursion(root);

				return new StatusCollection(list.OrderByDescending(s => s.Id));
			});
		}
开发者ID:Grabacr07,项目名称:Mukyutter.Old,代码行数:36,代码来源:StatusStore.cs

示例3: SetStatus

    //상테와 파라메터를 통해 아처의 상태를 컨트롤 합니다.
    public void SetStatus(Status status)
    {
        //animator 에서 만든 상태 간 전이를 상황에 맞게 호출 한다.
        switch (status) {
        case Status.Idle:
            mAnimator.SetTrigger("Idle");
            Debug.Log("idle---");
            break;

        case Status.Attack:
            mAnimator.SetTrigger("Basic_Attack");
            Debug.Log("Attack---");
            break;

        case Status.Dead:
            mAnimator.SetTrigger("Dead");
            Debug.Log("Die---");
            break;

        case Status.Damaged:
            mAnimator.SetTrigger("Damaged");
            Debug.Log("Damage---");
            break;

        case Status.UseSkill:
            mAnimator.SetTrigger("Skill01");
            Debug.Log("Skill---");
            break;

        }
    }
开发者ID:makiable,项目名称:NonstopRPG_New,代码行数:32,代码来源:HeroControl.cs

示例4: OnUploadData

 async private void OnUploadData()
 {
     IsUploading = true;
     await UploadData(Name);
     IsUploading = false;
     Status = Status.Uploaded;
 }
开发者ID:MohanGurusamy,项目名称:AccountTransactionProcessor,代码行数:7,代码来源:FileDetailViewModel.cs

示例5: UpdateBehavior

		private void UpdateBehavior(Status ks)
		{
			if (Location.X < 0)
				Kill();

			if (Location.X > ks.Map.Width * 16 - 16)
				Kill();

			if (Location.Y < 0)
			{
				Velocity.Y = 0;
				Location.Y = 0;
			}

			if (Location.Y > ks.Map.Height * 16)
				Kill(true, false);

			foreach (EntityLiving e in new List<Entity>(Parent.FindEntitiesByType<EntityLiving>()))
				if (!e.IsDying && (e.MyGroup == EntityGroup.Enemy) &&
					new RectangleF(Location, Size).CheckCollision(new RectangleF(e.Location, e.Size)))
				{
					e.Kill();
					Kill();
				}
			if (Life < 1)
				Kill();
			if (CollisionBottom() == ObjectHitFlag.Hit)
			{
				Velocity.Y = -2.5f;
				Life--;
			}
			if ((CollisionLeft() == ObjectHitFlag.Hit) || (CollisionRight() == ObjectHitFlag.Hit))
				Kill();
		}
开发者ID:Citringo,项目名称:ProjectDefenderStory,代码行数:34,代码来源:Weapons.cs

示例6: GetStatus

 public Status GetStatus()
 {
     HttpClient client = new HttpClient();
     if (Key == null)
     {
         throw new Exception("Captcha.GetStatus: Key is null");
     }
     if (CaptchaID == null)
     {
         throw new Exception("Captcha.GetStatus: CaptchaID is null");
     }
     string resp=client.DownloadString("http://antigate.com/res.php?key="+
                                       Key+"&action=get&id="+CaptchaID.ToString());
     if (resp.Contains("CAPCHA_NOT_READY"))
     {
         CaptchaStatus = Status.NotReady;
         return Status.NotReady;
     }
     if(resp.Substring(0,2)=="OK")
     {
         CaptchaText = resp.Substring(3);
         CaptchaStatus=Status.Success;
         return Status.Success;
     }
     CaptchaStatus=Status.Error;
     return Status.Error;
 }
开发者ID:sasha237,项目名称:NorthCitadel,代码行数:27,代码来源:Captcha.cs

示例7: BlockObject

 public BlockObject(Transform block,float width,float height)
 {
     this.block =block;
     this.status = Status.Active;
     this.width = width;
     this.height = height;
 }
开发者ID:uhlryk,项目名称:thief-jumper-mobile-game,代码行数:7,代码来源:BlockObject.cs

示例8: LateBoundTypeFailure

 public static void LateBoundTypeFailure(IStatusAppender s, string originalString, Exception ex)
 {
     Component component = typeof(RuntimeWarning).Assembly.AsComponent();
     Status status = new Status(
         component, SR.LateBoundTypeFailure(originalString), ex, FileLocation.Empty);
     s.Append(status);
 }
开发者ID:Carbonfrost,项目名称:ff-foundations-runtime,代码行数:7,代码来源:RuntimeWarning.cs

示例9: CachedGameAction

 /// <summary>
 /// For serialisation.
 /// </summary>
 /// <param name="gameStatus"></param>
 /// <param name="teamId"></param>
 /// <param name="actionPoint"></param>
 public CachedGameAction(Status gameStatus, int teamId, Point actionPoint)
 {
     TeamId = teamId;
     ActionPoint = actionPoint;
     GameStatus = gameStatus;
     ThrowRoom = new Rectangle(0, 0, 0, 0);
 }
开发者ID:Jecral,项目名称:Football,代码行数:13,代码来源:CachedGameAction.cs

示例10: Udp

        public Udp(Status status, string hostName, string ipAddress, int port)
        {
            Status = status;
            HostName = hostName;

            Endpoint = new IPEndPoint(IPAddress.Parse(ipAddress), port);
        }
开发者ID:Zananok,项目名称:Harmonize,代码行数:7,代码来源:Udp.cs

示例11: OnEnable

        /// <summary>
        /// Internal Unity method.
        /// This method is called whenever the object is enabled/re-enabled.
        /// Initializes all local variables which are frequently used.
        /// Always check so that the variables are valid at start, so I don't have to later.
        /// "GameObject.FindObjectOfType" method is kind of expensive and should be used as sparingly as possible.
        /// </summary>
        void OnEnable()
        {
            if(m_transformComponent == null)
                m_transformComponent = this.GetComponent<Transform>();

            m_sphereMovementStatus = Status.Idle;
        }
开发者ID:DevMikaelNilsson,项目名称:MovingTileMatchPuzzle,代码行数:14,代码来源:ObjectBase.cs

示例12: DoWalkOrClimb

 private void DoWalkOrClimb(string tag)
 {
     switch (tag)
     {
         case "Up":
             TimeToWait = Consts.WalkTime;
             TimeSwitchs.GetInput = true;
             PlayerStatus = Status.Climb;
             PlayerAnimator.SetTrigger("Climb");
             PlayerRigibody.velocity = new Vector2(0, Consts.MoveSpeed);
             break;
         case "Down":
             TimeToWait = Consts.WalkTime;
             TimeSwitchs.GetInput = true;
             PlayerStatus = Status.Climb;
             PlayerAnimator.SetTrigger("Climb");
             PlayerRigibody.velocity = new Vector2(0, -Consts.MoveSpeed);
             break;
         case "Left":
             TimeToWait = Consts.WalkTime;
             TimeSwitchs.GetInput = true;
             PlayerStatus = Status.Walk;
             PlayerAnimator.SetTrigger("Walk");
             PlayerRigibody.velocity = new Vector2(-Consts.MoveSpeed, 0f);
             break;
         case "Right":
             TimeToWait = Consts.WalkTime;
             TimeSwitchs.GetInput = true;
             PlayerStatus = Status.Walk;
             PlayerAnimator.SetTrigger("Walk");
             GetComponent<Rigidbody2D>().velocity = new Vector2(Consts.MoveSpeed, 0f);
             break;
     }
 }
开发者ID:JustForFun1025,项目名称:E_Game,代码行数:34,代码来源:Player_Old.cs

示例13: Worker

 /// <summary>Initialize a new worker with the specified action.
 /// </summary>
 /// <param name="actionName">The action name.</param>
 /// <param name="action">The action to run by the worker.</param>
 public Worker(string actionName, Action action)
 {
     _actionName = actionName;
     _action = action;
     _status = Status.Initial;
     _logger = ObjectContainer.Resolve<ILoggerFactory>().Create(GetType().FullName);
 }
开发者ID:YqlZero,项目名称:ecommon,代码行数:11,代码来源:Worker.cs

示例14: SetUp

 public new void SetUp()
 {
     _status = SingletonProvider<TestSetup>.Instance.GetApp().Status;
      string logFile = _settings.Logging.CurrentDefaultLog;
      if (File.Exists(logFile))
     File.Delete(logFile);
 }
开发者ID:digitalsoft,项目名称:hmailserver,代码行数:7,代码来源:PasswordMasking.cs

示例15: Specification

 public Specification(string name, Result result)
 {
   _status = result.Status;
   _exception = result.Exception;
   _supplements = result.Supplements;
   _name = name;
 }
开发者ID:jhollingworth,项目名称:machine.specifications,代码行数:7,代码来源:Specification.cs


注:本文中的Status类示例由纯净天空整理自Github/MSDocs等开源代码及文档管理平台,相关代码片段筛选自各路编程大神贡献的开源项目,源码版权归原作者所有,传播和使用请参考对应项目的License;未经允许,请勿转载。