加入枚举类型
This commit is contained in:
35
DeedyDesigner/Deedy.Activity/Contract/Enums/DropPlacement.cs
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35
DeedyDesigner/Deedy.Activity/Contract/Enums/DropPlacement.cs
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Text;
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using System.Threading.Tasks;
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namespace Deedy.Activity
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{
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/// <summary>
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/// 放置位置
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/// </summary>
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public enum DropPlacement : int
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{
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/// <summary>
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/// 不确定的
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/// </summary>
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Uncertain=0,
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/// <summary>
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/// 拒绝放置
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/// </summary>
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Rejected = 0,
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/// <summary>
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/// 在节点前
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/// </summary>
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BeforeMe = 1,
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/// <summary>
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/// 在节点内
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/// </summary>
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WithinMe = 2,
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/// <summary>
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/// 在节点后
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/// </summary>
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BehindMe = 3,
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}
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}
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Text;
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using System.Threading.Tasks;
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namespace Deedy.Activity
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{
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/// <summary>
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/// 退出线位置(如果需要回归线则放置到相反方向)
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/// </summary>
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public enum ExitlinePosition : int
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{
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/// <summary>
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/// 无退出线:没有退出线,一般用于跳转逻辑节点
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/// </summary>
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NoneLine = 0,
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/// <summary>
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/// 左下框线:自左侧画竖线向下后转右从中间退出
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/// </summary>
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LeftLower = 1,
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/// <summary>
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/// 右下框线:自右侧画竖线向下后转左从中间退出
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/// </summary>
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Rightlower = 2,
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/// <summary>
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/// 中间竖线:内容节点底部中间直接向下划线退出
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/// </summary>
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Centerline = 3,
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/// <summary>
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/// 下方直线:沿左下角向右下角画完整的直线退出
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/// </summary>
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Underline = 4
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}
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}
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16
DeedyDesigner/Deedy.Activity/Contract/Enums/InfoType.cs
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16
DeedyDesigner/Deedy.Activity/Contract/Enums/InfoType.cs
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Text;
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using System.Threading.Tasks;
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namespace Deedy.Activity
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{
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public enum InfoType : int
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{
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None = 0,
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Info = 1,
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Warn = 2,
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Error = 3
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}
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}
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Text;
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using System.Threading.Tasks;
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namespace Deedy.Activity
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{
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/// <summary>
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/// 逻辑控制行为的与定义选项
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/// </summary>
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public enum LogicalBehavior
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{
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/// <summary>
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/// 不做控制
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/// </summary>
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NoControl=0,
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/// <summary>
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/// 自定义逻辑:不受运行时预置逻辑控制
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/// </summary>
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Customize = 1,
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/// <summary>
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/// 迭代跳出
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/// </summary>
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Break = 2,
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/// <summary>
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/// 迭代重入
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/// </summary>
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Continue = 3,
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/// <summary>
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/// 流程返回
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/// </summary>
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Return = 4,
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/// <summary>
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/// 程序退出
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/// </summary>
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Exit = 5
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}
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}
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44
DeedyDesigner/Deedy.Activity/Contract/Enums/ParamEditMode.cs
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44
DeedyDesigner/Deedy.Activity/Contract/Enums/ParamEditMode.cs
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Text;
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using System.Threading.Tasks;
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namespace Deedy.Activity
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{
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/// <summary>
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/// 参数支持的编辑模式
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/// </summary>
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[Flags]
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public enum ParamEditMode : int
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{
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/// <summary>
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/// 不允许编辑
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/// </summary>
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None = 0,
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/// <summary>
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/// 从待选列表中选择
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/// </summary>
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Choice = 1,
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/// <summary>
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/// 允许自由编辑
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/// </summary>
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Edit = 2,
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/// <summary>
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/// 允许使用引用参数
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/// </summary>
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Link = 4,
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/// <summary>
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/// 允许弹出式编辑
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/// </summary>
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Popup = 8,
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/// <summary>
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/// 使用自定义编辑器
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/// </summary>
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Editor=16,
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/// <summary>
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/// 允许所有可支持的编辑模式
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/// </summary>
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All = 0xFF
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}
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}
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20
DeedyDesigner/Deedy.Activity/Contract/Enums/ParamType.cs
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20
DeedyDesigner/Deedy.Activity/Contract/Enums/ParamType.cs
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Text;
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using System.Threading.Tasks;
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namespace Deedy.Activity
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{
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public enum ParamType : int
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{
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Unknow = 0,
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Char = 1, Byte = 2,
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Int16 = 3, UInt16 = 4,
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Int32 = 5, UInt32 = 6,
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Int64 = 7, UInt64 = 8,
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Half = 9, Float = 10, Double = 11,
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String = 12, ByteArray = 13, IntArray = 14, DoubleArray = 15,
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Condition = 16, Channel = 17, SyncSignal = 18,
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}
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}
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39
DeedyDesigner/Deedy.Activity/Contract/Enums/ReturnCode.cs
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39
DeedyDesigner/Deedy.Activity/Contract/Enums/ReturnCode.cs
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Text;
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using System.Threading.Tasks;
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namespace Deedy.Activity
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{
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/// <summary>
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/// 执行结果代码
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/// </summary>
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public enum ReturnCode : int
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{
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/// <summary>
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/// 执行成功:且执行结果满足期望
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/// </summary>
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Success = 0,
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/// <summary>
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/// 执行成功:但执行结果不满足期望
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/// </summary>
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Exception = 1,
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/// <summary>
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/// 局部异常:当前逻辑发生异常;要求终止当前块操作,但允许后续的逻辑块继续执行。
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/// </summary>
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Crash = 2,
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/// <summary>
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/// 局部异常:当前逻辑发生异常,无法正确执行,但不会引起整体的执行。
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/// </summary>
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Panic = 3,
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/// <summary>
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/// 致命错误:执行过程中产生致命错误,要求运行时退出执行;例如执行过程中发现设备过热,不能继续执行。
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/// </summary>
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Fatal = 4,
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/// <summary>
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/// 系统退出:通过人工交互要求正在执行的逻辑退出。
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/// </summary>
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Breakdown = 5
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}
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}
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31
DeedyDesigner/Deedy.Activity/Contract/Enums/RunningState.cs
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31
DeedyDesigner/Deedy.Activity/Contract/Enums/RunningState.cs
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Text;
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using System.Threading.Tasks;
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namespace Deedy.Activity
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{
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/// <summary>
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/// 运行状态:用于多个线程之间的状态同步
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/// </summary>
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public enum RunningState : int
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{
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/// <summary>
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/// 等待中:系统不在运行状态
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/// </summary>
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Waiting = 0,
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/// <summary>
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/// 运行中:所有指令都可以运行
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/// </summary>
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Running = 1,
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/// <summary>
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/// 暂停中:暂停所有逻辑的执行
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/// </summary>
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Pausing = 2,
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/// <summary>
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/// 停止中:正在停止,准备退出
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/// </summary>
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Stoping = 3
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}
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}
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36
DeedyDesigner/Deedy.Activity/Contract/Enums/ViewState.cs
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36
DeedyDesigner/Deedy.Activity/Contract/Enums/ViewState.cs
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@@ -0,0 +1,36 @@
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Text;
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using System.Threading.Tasks;
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namespace Deedy.Activity
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{
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public enum ViewState : int
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{
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/// <summary>
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/// 正常状态
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/// </summary>
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Normal = 0,
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/// <summary>
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/// 选中状态
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/// </summary>
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Selected = 1,
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/// <summary>
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/// 鼠标悬停
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/// </summary>
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NormalHover = 2,
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/// <summary>
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/// 鼠标悬停在选中项上
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/// </summary>
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SelectedHover = 3,
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/// <summary>
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/// 拖拽到正常状态项上
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/// </summary>
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NormalDragHover = 4,
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/// <summary>
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/// 拖拽到选中状态项上
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/// </summary>
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SelectedDragHover = 5,
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}
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}
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32
DeedyDesigner/Deedy.Activity/Contract/Enums/WorkMode.cs
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32
DeedyDesigner/Deedy.Activity/Contract/Enums/WorkMode.cs
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@@ -0,0 +1,32 @@
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Text;
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using System.Threading.Tasks;
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namespace Deedy.Activity
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{
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public enum WorkMode : int
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{
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/// <summary>
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/// 等待:后台耗时工作进行时的状态,此状态禁用所有交互
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/// </summary>
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Waiting = 0,
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/// <summary>
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/// 回显:用于持续回显数据的状态,此状态下禁用编辑功能,所有后台信息会被显示,包括过程信息
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/// </summary>
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Echoing = 1,
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/// <summary>
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/// 预览:用于浏览,只有鼠标悬停或选中时才会显示属性信息,但不会显示过程数据等其它信息
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/// </summary>
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Preview = 2,
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/// <summary>
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/// 编辑:编辑状态
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/// </summary>
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Editing = 3,
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/// <summary>
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/// 运行:运行状态
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/// </summary>
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Running = 4
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}
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}
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@@ -0,0 +1,13 @@
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Text;
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using System.Threading.Tasks;
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namespace Deedy.Activity
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{
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public interface IJumpableUnit : INOPRunable
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{
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bool IsBreaking { get; set; }
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}
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}
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@@ -0,0 +1,13 @@
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Text;
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using System.Threading.Tasks;
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namespace Deedy.Activity
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{
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internal interface ILogicController
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{
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public LogicalBehavior LogicalBehavior { get; }
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}
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}
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@@ -0,0 +1,13 @@
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Text;
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using System.Threading.Tasks;
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namespace Deedy.Activity
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{
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public interface INOPRunable
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{
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bool IsNOPRunning { get; set; }
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}
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}
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@@ -0,0 +1,13 @@
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Text;
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using System.Threading.Tasks;
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namespace Deedy.Activity
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{
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public interface IReentrantUnit : IJumpableUnit
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{
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public bool IsReentering { get; set; }
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}
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}
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Reference in New Issue
Block a user