Beispiel #1
0
    // Use this for initialization
    void Awake()
    {
        StartBASE();
        nameText = GetComponentsInChildren <Text>()[0];
        numText  = GetComponentsInChildren <Text>()[1];

        release = gameObject.AddComponent <ReleaseFunction>();
        release.StartFunction(gameObject, x => Sync(ref main.SR.released_resource[(int)kind], x), x => Sync(ref main.SR.completed_resource[(int)kind], x), x => Requires());
    }
Beispiel #2
0
    // Use this for initialization
    protected void AwakeInstantAction(ActionEnum.Instant Kind)
    {
        StartBASE();
        text = GetComponentInChildren <Text>();

        this.kind = Kind;

        need    = gameObject.AddComponent <NeedFunciton>();
        popUp   = main.ActionPopUpPre.StartPopUp(gameObject, main.windowShowCanvas);
        release = gameObject.AddComponent <ReleaseFunction>();
        release.StartFunction(gameObject, x => Sync(ref main.SR.released_instant[(int)kind], x), x => Sync(ref main.SR.completed_instant[(int)kind], x), x => Requires());
        instant = gameObject.AddComponent <InstantFunction>();
        instant.StartInstant(gameObject, Need);
    }
Beispiel #3
0
    // Use this for initialization
    protected void AwakeLoopAction(ActionEnum.Loop Kind,
                                   double maxValue = 60, double plusValue = 1)
    {
        StartBASE();
        text = GetComponentInChildren <Text>();
        if (GetComponentInChildren <Slider>() != null)
        {
            slider = GetComponentInChildren <Slider>();
        }

        this.kind = Kind;
        MaxValue  = maxValue;
        PlusValue = plusValue;

        popUp   = main.ActionPopUpPre.StartPopUp(gameObject, main.windowShowCanvas);
        need    = gameObject.AddComponent <NeedFunciton>();
        release = gameObject.AddComponent <ReleaseFunction>();
        release.StartFunction(gameObject, x => Sync(ref main.SR.released_loop[(int)kind], x), x => Sync(ref main.SR.completed_loop[(int)kind], x), x => Requires());
        progress = gameObject.AddComponent <ProgressFunction>();
        progress.StartProgress(gameObject, Need, slider, x => Sync(ref main.SR.paid_loop[(int)kind], x), x => Sync(ref main.SR.currentValue_loop[(int)kind], x));
    }
 /// <summary>
 /// This function will only update the local player, not all players. Set the release function to be executed upon this object's release (when claim switches to false)
 /// </summary>
 /// <param name="_releaseFunction">The user provided release function</param>
 public void _LocallySetReleaseFunction(ReleaseFunction _releaseFunction)
 {
     m_ReleaseFunction = _releaseFunction;
 }
 public Task <TransactionReceipt> ReleaseRequestAndWaitForReceiptAsync(ReleaseFunction releaseFunction, CancellationTokenSource cancellationToken = null)
 {
     return(ContractHandler.SendRequestAndWaitForReceiptAsync(releaseFunction, cancellationToken));
 }
 public Task <string> ReleaseRequestAsync(ReleaseFunction releaseFunction)
 {
     return(ContractHandler.SendRequestAsync(releaseFunction));
 }