public void TriggerSwitch(SwitchType expectedType, HitableType expectedHitType = HitableType.BOTH) { //Check if correct switch and if its active if (expectedType != type) { return; } if (activated) { return; } //Call Trigger TriggerSwitch(expectedHitType); //Play any cutscene if (hasCutscene) { StartCoroutine(CutsceneManager.cutsceneManager.PlayCutscene(scenes)); } //Index, and make inactive if permanent index++; if (index >= switchEvents.Length) { index = 0; } if (index == 0 && permanent) { activated = true; } }
private void BtnCnCNetLobby_LeftClick(object sender, EventArgs e) { LastSwitchType = SwitchType.SECONDARY; primarySwitches[primarySwitches.Count - 1].SwitchOff(); cncnetLobbySwitch.SwitchOn(); privateMessageSwitch.SwitchOff(); }
private static void ApplySwitchState(SwitchType switch_type, string new_state, Action callback) { if (switch_type.State != new_state) { Chameleon.Invalidate(); InvalidateOptions options = new InvalidateOptions(); options.Time = 100; options.Callback = callback; string class_state_suffix = ""; if (switch_type.State != null) { class_state_suffix = "-" + switch_type.State; } string current_class = switch_type.ClassName + class_state_suffix; string new_class = switch_type.ClassName + "-" + new_state; jQuery.Select("." + current_class).RemoveClass("switch-" + switch_type.State).AddClass("switch-" + new_state); jQuery.Select("." + current_class).RemoveClass(current_class).AddClass(new_class) .Plugin <ChameleonUiObject>().ChameleonInvalidate(options); switch_type.State = new_state; Chameleon.InvalidateTwo(); } }
public void TryGoToNextScene() { string text = "BE~~~~~~"; if (m_CarIndex == 4) { this.ChangeSpeakText(text); return; } if (!m_Hero.m_HoldPassCard) { this.ChangeSpeakText(text); return; } if (m_CarIndex == 3 && SpeakerManager.instance.m_Handsome.m_CurLineIdx_Night != 5) { this.ChangeSpeakText(text); return; } text = "Goto the next scene?"; this.ChangeSpeakText(text); m_Btn_Yes.SetActive(true); m_Btn_No.SetActive(true); m_CurSwitch = SwitchType.GoToNextScene; }
internal CommandSwitch(string name, string abbreviation, SwitchType switchType, OperationalContext switchLevel = DefaultSwitchLevel) { // ensure that name doesn't start with the switch indicators. // also convert to lower-case if (name.StartsWith(FullSwitchIndicator)) { this.Name = name.Substring(FullSwitchIndicator.Length); } else { this.Name = name; } if (abbreviation.StartsWith(AbbreviationSwitchIndicator)) { this.Abbreviation = abbreviation.Substring(AbbreviationSwitchIndicator.Length); } else { this.Abbreviation = abbreviation; } this.SwitchType = switchType; this.SwitchLevel = switchLevel; System.Diagnostics.Debug.Assert(!s_allSwitches.Any(s => s.Equals(this)), $"A switch with name or abbreviation '{name}+{abbreviation}' has already been crated!"); s_allSwitches.Add(this); }
/// <summary> /// Called when "deleteAllSwitch" switch is toggled or untoggled. /// </summary> /// <param name="sender">Switch</param> /// <param name="e">ToggledEventArgs</param> private void DeleteAllSwitch_Toggled(object sender, ToggledEventArgs e) { if (OnAlldeleted == SwitchType.SingleSwitch) { return; } OnAlldeleted = SwitchType.WholeSwitch; // According to the value to which 'deleteAllSwitch' switch is toggled, make all data items' Delete value updated. foreach (CityRecord record in info.CityRecordList) { record.Delete = e.Value; } // Update titleBar's Text based on how many delete switches are on. if (e.Value) { titleBar.TitleLabel.Text = info.CityRecordList.Count + " selected"; selectedItems = info.CityRecordList.Count; } else { titleBar.TitleLabel.Text = "0 selected"; selectedItems = 0; } OnAlldeleted = SwitchType.None; }
private void BtnMainButton_LeftClick(object sender, EventArgs e) { LastSwitchType = SwitchType.PRIMARY; cncnetLobbySwitch.SwitchOff(); privateMessageSwitch.SwitchOff(); primarySwitches[primarySwitches.Count - 1].SwitchOn(); }
public override void ShowGUI() { linkedConversation = (Conversation)EditorGUILayout.ObjectField("Conversation:", linkedConversation, typeof(Conversation), true); Conversation conv = linkedConversation; if (conv) { ButtonDialog[] optionsArray = conv.options.ToArray(); string[] options = new string[optionsArray.Length]; for (int j = 0; j < options.Length; j++) { options[j] = optionsArray[j].label; } if (optionNumber > options.Length - 1) { // Cap max if some were removed optionNumber = options.Length - 1; } optionNumber = EditorGUILayout.Popup(optionNumber, options); } switchType = (SwitchType)EditorGUILayout.EnumPopup("Set to:", switchType); AfterRunningOption(); }
/// <summary> /// 创建电源输出控制指令 /// </summary> /// <param name="switchType">开关量</param> /// <returns>电源输出控制指令</returns> public string OutputCmd(SwitchType switchType) { ScpiCmdBuilder.AppendCmdInMessage(ref strBuilder, EScpiCmd.Output); ScpiCmdBuilder.AppendParamsInMessage(ref strBuilder, (int)switchType); return(ScpiCmdBuilder.ToCmdMsg(strBuilder)); }
public SwitchTile(TileType tileType, int tileID, Texture2D switchOffTexture, Texture2D switchOnTexture, SwitchType setType, String linkedTileString) : base(tileType, tileID, switchOffTexture) { switchType = setType; linkedTileDict = new Dictionary<EventType,List<Tile>>(); unparsedCoordinateString = linkedTileString; }
public SwitchProfile(SwitchType switchType, string winTitle, int monitorToSwitch, int del) { type = switchType; windowTitle = winTitle; monitorToSwitchTo = monitorToSwitch; delay = del; }
/// <summary> /// Edit a switch registered with the HomeWizard /// </summary> /// <param name="id">Required: Id of the switch</param> /// <param name="name">Required: Name of the switch (max 15 characters)</param> /// <param name="type">Required: Type of the switch</param> public async Task EditSwitch(long id, string name, SwitchType type) { string switchType = type.ToString().ToLowerInvariant(); string urlEncodedName = WebUtility.UrlEncode(CleanName(name)); await GetData("sw/edit/" + id + "/" + urlEncodedName + "/no/" + switchType + "/0"); }
/// <summary> /// Starts the process of creating a <see cref="Switch"/>. /// </summary> /// <param name="type">The type of switch.</param> /// <returns>Returns a <see cref="Builder"/>.</returns> public static Builder Start(SwitchType type) { Builder builder = new Builder(); builder.instance.type = type; return(builder); }
/// <summary> /// Get the SwitchType using IP Address of the Network Switch /// </summary> /// <param name="ipAddress">IP Address of Network Switch</param> /// <returns><see cref="SwitchType"/></returns> private static SwitchType GetSwitchType(IPAddress ipAddress) { TelnetIpc telnet = new TelnetIpc(ipAddress.ToString(), 23); SwitchType switchType = SwitchType.None; try { telnet.Connect(); telnet.SendLine(" "); Thread.Sleep(1000); // This command is tested currently only for HP ProCurve switch, need to check for other switches how it behaves telnet.SendLine("show config"); Thread.Sleep(3000); string data = telnet.ReceiveUntilMatch("$"); // HP manufactured switch can contain any of the strings. // ProCurve, Hewlett-Packard, Hewlett Packard if (data.Contains("ProCurve", StringComparison.CurrentCultureIgnoreCase) || data.Contains("Hewlett-Packard", StringComparison.CurrentCultureIgnoreCase) || data.Contains("Hewlett Packard", StringComparison.CurrentCultureIgnoreCase)) { switchType = SwitchType.HPProCurve; } } finally { telnet.Dispose(); Thread.Sleep(1000); } return(switchType); }
public void ChangePushState(SwitchType _typeId, uint _state) { CsSystemChangeSwitch p = PacketObject.Create <CsSystemChangeSwitch>(); p.switchId = (byte)_typeId; p.value = _state; session.Send(p); }
/// <summary> /// Initializes a new instance of the <see cref="PlaceSendMessage" /> class. /// </summary> public SwitchPressSendMessage(SwitchType switchType, int id, bool enabled, int x, int y) { this.X = x; this.Y = y; this.SwitchType = switchType; this.Id = id; this.Enabled = enabled; }
//TODO: Hue lights //command: sw/<switch id>/[on/off]/[0..360]/[0..100]/[0..100] //Control a Hue light. Where the on or off switches the light on or off. The other values are: Hue, Saturation and Brightness in that order. /// <summary> /// Add a switch to the HomeWizard /// </summary> /// <param name="name">Required: Name of the switch (max 15 characters)</param> /// <param name="type">Required: Type of the switch</param> /// <param name="code">Required: Code of the switch</param> /// <returns>Id of the added switch</returns> public async Task <long> AddSwitch(string name, SwitchType type, string code) { string switchType = type.ToString().ToLowerInvariant(); string urlEncodedName = WebUtility.UrlEncode(CleanName(name)); NewSwitch added = await GetData <NewSwitch>("sw/add/" + urlEncodedName + "/" + switchType + "/" + code); return(added.Id); }
void InitSwitch(VPort switchPort, SwitchType switchType, bool isColored) { logger.Log("{0} adding switch {1} {2}", this.ToString(), switchType.ToString(), switchPort.ToString()); SwitchInfo switchInfo = new SwitchInfo(); switchInfo.Capability = GetCapability(switchPort, Constants.UserSystem); switchInfo.Level = 0; switchInfo.Type = switchType; switchInfo.IsColored = isColored; switchInfo.Color = Color.Black; registeredSwitches.Add(switchPort, switchInfo); string switchFriendlyName = switchPort.GetInfo().GetFriendlyName(); switchFriendlyNames.Add(switchFriendlyName, switchPort); if (switchInfo.Capability != null) { IList <VParamType> retVals; if (switchType == SwitchType.Multi) { retVals = switchPort.Invoke(RoleSwitchMultiLevel.RoleName, RoleSwitchMultiLevel.OpGetName, null, ControlPort, switchInfo.Capability, ControlPortCapability); switchPort.Subscribe(RoleSwitchMultiLevel.RoleName, RoleSwitchMultiLevel.OpGetName, ControlPort, switchInfo.Capability, ControlPortCapability); if (retVals[0].Maintype() < 0) { logger.Log("SwitchController could not get current level for {0}", switchFriendlyName); } else { switchInfo.Level = (double)retVals[0].Value(); } } else { retVals = switchPort.Invoke(RoleSwitchBinary.RoleName, RoleSwitchBinary.OpGetName, null, ControlPort, switchInfo.Capability, ControlPortCapability); switchPort.Subscribe(RoleSwitchBinary.RoleName, RoleSwitchBinary.OpGetName, ControlPort, switchInfo.Capability, ControlPortCapability); if (retVals[0].Maintype() < 0) { logger.Log("SwitchController could not get current level for {0}", switchFriendlyName); } else { bool boolLevel = (bool)retVals[0].Value(); switchInfo.Level = (boolLevel) ? 1 : 0; } } } }
/// <summary> /// Add a switch to the configuration /// </summary> /// <param name="Name">Switch Name</param> /// <param name="Number">Pretty unencoded switch number</param> /// <param name="Type">NO = Normally Open (leaf), NC = Normally Closed (optos)</param> public void AddSwitch(string Name, string Number, SwitchType Type = SwitchType.NO) { SwitchConfigFileEntry se = new SwitchConfigFileEntry(); se.Name = Name; se.Type = Type; se.Number = Number; PRSwitches.Add(se); }
private void OnValueChanged(bool isOn, SwitchType type) { if (!tempState.ContainsKey(type)) { return; } tempState[type] = isOn ? (uint)1 : 0; CheckBtnSave(); }
public SwitchForm(string idString, SwitchType type, bool multi, int minLen, int maxLen, string postCharSet) { IDString = idString; Type = type; Multi = multi; MinLen = minLen; MaxLen = maxLen; PostCharSet = postCharSet; }
public void SwitchDefaultOnly() { bool executed = false; var item = new TypeA(); item.Switch( SwitchType.Default(() => executed = true)); Assert.True(executed); }
public void SwitchTypeNoValidCase() { bool executed = false; var item = new TypeB(); item.Switch( SwitchType.Case <TypeA>(() => executed = true)); Assert.False(executed); }
public SwitchForm(string idString, SwitchType type, bool multi, int minLen, int maxLen, string postCharSet) { this.IDString = idString; this.Type = type; this.Multi = multi; this.MinLen = minLen; this.MaxLen = maxLen; this.PostCharSet = postCharSet; }
public SwitchForm(String idString, SwitchType type, Boolean multi, Int32 minLen, Int32 maxLen, String postCharSet) { this.IDString = idString; this.Type = type; this.Multi = multi; this.MinLen = minLen; this.MaxLen = maxLen; this.PostCharSet = postCharSet; }
public MenuItem(string t, string a, string p, bool e, SwitchType st = SwitchType.None, int rmax = 0) { Title = t; Action = a; Param = p; Enabled = e; sType = st; rangeval = 0; rangemax = rmax; }
public void SwitchDefaultExecuted() { bool executed = false; var item = new TypeB(); item.Switch( SwitchType.Case <TypeA>(() => Expression.Empty()), SwitchType.Default(() => executed = true)); Assert.True(executed); }
public static SwitchExit NextValid(this SwitchExit value, SwitchType type) { var next = value.Next(); if (type == SwitchType.TwoWay && next == SwitchExit.Ahead) { next = next.Next(); } return(next); }
public void SwitchTypeHappyFlow() { bool executed = false; var item = new TypeA(); item.Switch( SwitchType.Case <TypeA>(() => executed = true), SwitchType.Default(() => throw new Exception("This case should not be executed."))); Assert.True(executed); }
public SwitchCommand(string switchCommand, string switchValue) { this.commandSwitch = SwitchType.DataArgument; try { this.commandSwitch = (SwitchType)Enum.Parse(typeof(SwitchType), switchCommand, true); } catch { } this.commandName = switchCommand.ToLowerInvariant(); this.commandValue = switchValue.Replace("\"", string.Empty); }
private void BtnCnCNetLobby_LeftClick(object sender, EventArgs e) { LastSwitchType = SwitchType.SECONDARY; primarySwitches[primarySwitches.Count - 1].SwitchOff(); cncnetLobbySwitch.SwitchOn(); privateMessageSwitch.SwitchOff(); // HACK warning // TODO: add a way for DarkeningPanel to skip transitions ((DarkeningPanel)((XNAControl)cncnetLobbySwitch).Parent).Alpha = 1.0f; }
protected Solution() { this.Key = "solution"; _nNonOrthogonalCorrectors = 0; _momentumPredictor = SwitchType.on; _transonic = SwitchType.off; _consistent = SwitchType.off; _residual = new Residual(); _pRefCell = 0; _pRefValue = 0; }
internal CommandSwitch(string name, string abbreviation, SwitchType switchType) { //ensure that either name doesn't start with '/' or '-' //also convert to lower-case if ((name[0] == '/') || (name[0] == '-')) this.name = (name.Substring(1)).ToLower(CultureInfo.InvariantCulture); else this.name = name.ToLower(CultureInfo.InvariantCulture); if ((abbreviation[0] == '/') || (abbreviation[0] == '-')) this.abbreviation = (abbreviation.Substring(1)).ToLower(CultureInfo.InvariantCulture); else this.abbreviation = abbreviation.ToLower(CultureInfo.InvariantCulture); this.switchType = switchType; }
/// <summary> /// Decodes an argument. /// </summary> /// <param name="arg">The argument string to decode.</param> /// <param name="name">Contains the name of the switch on return.</param> /// <param name="value">Contains the value of the argument on return.</param> /// <param name="switchType">Contains the type of switch on return.</param> /// <returns>True if the argument was valid false otherwise.</returns> static bool DecodeArgument(string arg, out string name, out string value, out SwitchType switchType) { bool lbValid = false; name = string.Empty; value = string.Empty; switchType = SwitchType.NA; // Check for switch if (arg.StartsWith("/")) { // If the switch is valid if (arg.Length > 1) { // Determine switch type switch(arg[1]) { default: switchType = SwitchType.On; break; case '-': { arg = "/" + arg.Substring(2); switchType = SwitchType.Off; break; } case '+': { arg = "/" + arg.Substring(2); switchType = SwitchType.On; break; } } // Check for value int liPos = arg.IndexOf(":"); value = string.Empty; // Get name if no value if (liPos == -1) name = arg.Substring(1).ToUpper(); else { // Get name and value name = arg.Substring(1, liPos - 1).ToUpper(); value = arg.Substring(liPos + 1); } lbValid = true; } } else { // Use argument as value only value = arg; lbValid = true; } return lbValid; }
public override void ShowGUI() { linkedConversation = (Conversation) EditorGUILayout.ObjectField ("Conversation:", linkedConversation, typeof (Conversation), true); if (linkedConversation) { linkedConversation.Upgrade (); } constantID = FieldToID <Conversation> (linkedConversation, constantID); linkedConversation = IDToField <Conversation> (linkedConversation, constantID, true); if (linkedConversation) { optionNumber = ShowOptionGUI (linkedConversation.options, optionNumber); } switchType = (SwitchType) EditorGUILayout.EnumPopup ("Set to:", switchType); AfterRunningOption (); }
/// <summary> /// Creates a new Switch object /// </summary> /// <param name="game">The GameController this switch belongs to</param> /// <param name="name">The pretty name of this switch</param> /// <param name="number">The encoded number of this switch</param> /// <param name="sType">Switch type NO = Normally Open (leaf switches), NC = Normally Closed (optos)</param> public Switch(GameController game, string name, ushort number, SwitchType sType = SwitchType.NO) : base(game, name, number) { this._type = sType; }
public SwitchForm(string idString, SwitchType type, bool multi, int minLen) : this(idString, type, multi, minLen, 0, "") { }
public SwitchForm(string idString, SwitchType type, bool multi) : this(idString, type, multi, 0) { }
void SwitchNWrite(BlockRecord RecIn, SwitchType Change) { // As a temp, this will just grab the correct offset and write to it // I disabled the switch/backup effect in order to preserve functionality // // RECONSTRUCT // bool canswitch = (xSTFSStruct.ThisType == STFSType.Type1); //const uint basetable = 0xFFFFF000; BlockRecord current = xSTFSStruct.TopRecord; long[] pos = new long[] { 0, 0, 0 }; // Grab base starting points if (RecIn.ThisBlock >= Constants.BlockLevel[0] || xSTFSStruct.xBlockCount > Constants.BlockLevel[0]) { if (RecIn.ThisBlock >= Constants.BlockLevel[1] || xSTFSStruct.xBlockCount > Constants.BlockLevel[1]) pos[0] = xSTFSStruct.GenerateHashOffset(RecIn.ThisBlock, TreeLevel.L2) + 0x14; pos[1] = xSTFSStruct.GenerateHashOffset(RecIn.ThisBlock, TreeLevel.L1) + 0x14; } pos[2] = xSTFSStruct.GenerateHashOffset(RecIn.ThisBlock, TreeLevel.L0) + 0x14; //bool wipe = current.BlocksFree >= (Constants.BlockLevel[1] * Constants.BlockLevel[0]); long len = GenerateDataOffset(RecIn.ThisBlock) + 0x1000; if (xIO.Length < len) xIO.SetLength(len); if (Change == SwitchType.Allocate) xSTFSStruct.TopRecord.BlocksFree--; else if (Change == SwitchType.Delete) xSTFSStruct.TopRecord.BlocksFree++; if (pos[0] != 0) { //if (wipe) //{ // xIO.Position = (pos[0] & basetable) + (current.Index << 0xC); // xIO.Write(new byte[0x1000]); // xIO.Flush(); //} /*if (canswitch) // If this table hasn't been switched yet { if (!switched2) { xIO.Position = (pos[0] & basetable) + (current.Index << 0xC); // Get starting of table byte[] data = xIO.ReadBytes(0x1000); // Read it xSTFSStruct.TopRecord.Switch(); // Switch the index pos[0] += (xSTFSStruct.TopRecord.Index << 0xC); // Add to the base STFS function result xIO.Position = (pos[0] & basetable); // Go to new position and write it xIO.Write(data); xIO.Flush(); data = null; switched2 = true; } else pos[0] += (current.Index << 0xC); // Already switched, add the index }*/ //KILL ON RECONSTRUCTION if (canswitch) pos[0] += (current.Index << 0xC); // --------------------- xIO.Position = pos[0]; current = new BlockRecord(xIO.ReadUInt32()); //wipe = current.BlocksFree >= Constants.BlockLevel[1]; if (Change != SwitchType.None) { if (Change == SwitchType.Allocate) current.BlocksFree--; // Takes away a free block else current.BlocksFree++; // Adds a free block xIO.Position = pos[0]; xIO.Write(current.Flags); xIO.Flush(); } } // Follows same pattern if (pos[1] != 0) { //if (wipe) //{ // xIO.Position = (pos[1] & basetable) + (current.Index << 0xC); // xIO.Write(new byte[0x1000]); // xIO.Flush(); //} /*if (canswitch) { if (!switched1.Contains((int)(RecIn.ThisBlock / Constants.BlockLevel[1]))) { xIO.Position = (pos[1] & basetable) + (current.Index << 0xC); byte[] data = xIO.ReadBytes(0x1000); current.Switch(); pos[1] += (current.Index << 0xC); xIO.Position = (pos[1] & basetable); xIO.Write(data); xIO.Flush(); data = null; if (pos[0] != 0) { xIO.Position = pos[0]; xIO.Write(current.Flags); xIO.Flush(); } switched1.Add((int)(RecIn.ThisBlock / Constants.BlockLevel[1])); if (xSTFSStruct.xBlockCount <= Constants.BlockLevel[1]) xSTFSStruct.TopRecord.Switch(); } else pos[1] += (current.Index << 0xC); }*/ //KILL ON RECONSTRUCTION if (canswitch) pos[1] += (current.Index << 0xC); // --------------------- xIO.Position = pos[1]; current = new BlockRecord(xIO.ReadUInt32()); //wipe = current.BlocksFree >= Constants.BlockLevel[0]; if (Change != SwitchType.None) { if (Change == SwitchType.Allocate) current.BlocksFree--; // Takes away a free block else current.BlocksFree++; // Adds a free block xIO.Position = pos[1]; xIO.Write(current.Flags); xIO.Flush(); } } //if (wipe) //{ // xIO.Position = (pos[0] & basetable) + (current.Index << 0xC); // xIO.Write(new byte[0x1000]); // xIO.Flush(); //} /*if (canswitch) { if (!switched0.Contains((int)(RecIn.ThisBlock / Constants.BlockLevel[0]))) { xIO.Position = (pos[2] & basetable) + (current.Index << 0xC); byte[] data = xIO.ReadBytes(0x1000); current.Switch(); pos[2] += (current.Index << 0xC); xIO.Position = (pos[2] & basetable); xIO.Write(data); xIO.Flush(); data = null; if (pos[1] != 0) { xIO.Position = pos[1]; xIO.Write(current.Flags); xIO.Flush(); } switched1.Add((int)(RecIn.ThisBlock / Constants.BlockLevel[0])); if (xSTFSStruct.xBlockCount <= Constants.BlockLevel[0]) xSTFSStruct.TopRecord.Switch(); } else pos[2] += (current.Index << 0xC); }*/ //KILL ON RECONSTRUCTION if (canswitch) pos[2] += (current.Index << 0xC); // --------------------- if (Change == SwitchType.Allocate) { if (RecIn.Status == HashStatus.Old) RecIn.Status = HashStatus.Reused; else RecIn.Status = HashStatus.New; } else if (Change == SwitchType.Delete) RecIn.MarkOld(); xIO.Position = pos[2]; xIO.Write(RecIn.Flags); xIO.Flush(); if (RecIn.ThisBlock >= xSTFSStruct.xBlockCount) xSTFSStruct.xBlockCount = RecIn.ThisBlock + 1; }
public void Start() { switch (groupName) { case "Gear": actionGroup = KSPActionGroup.Gear; break; case "Brakes": actionGroup = KSPActionGroup.Brakes; break; case "Light": actionGroup = KSPActionGroup.Light; break; case "RCS": actionGroup = KSPActionGroup.RCS; break; case "SAS": actionGroup = KSPActionGroup.SAS; break; case "Stage": customAction = true; //actionGroup = KSPActionGroup.Stage; break; case "Abort": actionGroup = KSPActionGroup.Abort; break; case "Custom01": actionGroup = KSPActionGroup.Custom01; break; case "Custom02": actionGroup = KSPActionGroup.Custom02; break; case "Custom03": actionGroup = KSPActionGroup.Custom03; break; case "Custom04": actionGroup = KSPActionGroup.Custom04; break; case "Custom05": actionGroup = KSPActionGroup.Custom05; break; case "Custom06": actionGroup = KSPActionGroup.Custom06; break; case "Custom07": actionGroup = KSPActionGroup.Custom07; break; case "Custom08": actionGroup = KSPActionGroup.Custom08; break; case "Custom09": actionGroup = KSPActionGroup.Custom09; break; case "Custom10": actionGroup = KSPActionGroup.Custom10; break; default: customAction = true; break; } actionGroupNumber = BaseAction.GetGroupIndex(actionGroup); switchObjectTransform = base.internalProp.FindModelTransform(switchObjectName); buttonObject = base.internalProp.FindModelTransform(buttonTrigger).gameObject; buttonHandler = buttonObject.AddComponent<FSgenericButtonHandler>(); buttonHandler.mouseDownFunction = buttonClick; //buttonObject.AddComponent<FSswitchButtonHandler>(); //buttonObject.GetComponent<FSswitchButtonHandler>().buttonNumber = 1; //buttonObject.GetComponent<FSswitchButtonHandler>().target = base.internalProp.gameObject; try { switchTypeEnum = (SwitchType) Enum.Parse(typeof(SwitchType), switchType, true); } catch { switchTypeEnum = SwitchType.undefined; } }
public Button(byte midiNote, byte velocity, SwitchType switchType) { MidiNote = midiNote; Velocity = velocity; SwitchType = switchType; }
void SwitchNWrite(BlockRecord RecIn, SwitchType Change) { bool canswitch = (xSTFSStruct.ThisType == STFSType.Type1); BlockRecord current = xSTFSStruct.TopRecord; long[] pos = new long[] { 0, 0, 0 }; // Grab base starting points if (RecIn.ThisBlock >= Constants.BlockLevel[0] || xSTFSStruct.xBlockCount > Constants.BlockLevel[0]) { if (RecIn.ThisBlock >= Constants.BlockLevel[1] || xSTFSStruct.xBlockCount > Constants.BlockLevel[1]) pos[0] = xSTFSStruct.GenerateHashOffset(RecIn.ThisBlock, TreeLevel.L2) + 0x14; pos[1] = xSTFSStruct.GenerateHashOffset(RecIn.ThisBlock, TreeLevel.L1) + 0x14; } pos[2] = xSTFSStruct.GenerateHashOffset(RecIn.ThisBlock, TreeLevel.L0) + 0x14; long len = GenerateDataOffset(RecIn.ThisBlock) + 0x1000; if (xIO.Length < len) xIO.SetLength(len); if (Change == SwitchType.Allocate) xSTFSStruct.TopRecord.BlocksFree--; else if (Change == SwitchType.Delete) xSTFSStruct.TopRecord.BlocksFree++; if (pos[0] != 0) { if (canswitch) pos[0] += (current.Index << 0xC); // --------------------- xIO.Position = pos[0]; current = new BlockRecord(xIO.ReadUInt32()); if (Change != SwitchType.None) { if (Change == SwitchType.Allocate) current.BlocksFree--; // Takes away a free block else current.BlocksFree++; // Adds a free block xIO.Position = pos[0]; xIO.Write(current.Flags); xIO.Flush(); } } // Follows same pattern if (pos[1] != 0) { if (canswitch) pos[1] += (current.Index << 0xC); // --------------------- xIO.Position = pos[1]; current = new BlockRecord(xIO.ReadUInt32()); if (Change != SwitchType.None) { if (Change == SwitchType.Allocate) current.BlocksFree--; // Takes away a free block else current.BlocksFree++; // Adds a free block xIO.Position = pos[1]; xIO.Write(current.Flags); xIO.Flush(); } } if (canswitch) pos[2] += (current.Index << 0xC); // --------------------- if (Change == SwitchType.Allocate) { if (RecIn.Status == HashStatus.Old) RecIn.Status = HashStatus.Reused; else RecIn.Status = HashStatus.New; } else if (Change == SwitchType.Delete) RecIn.MarkOld(); xIO.Position = pos[2]; xIO.Write(RecIn.Flags); xIO.Flush(); if (RecIn.ThisBlock >= xSTFSStruct.xBlockCount) xSTFSStruct.xBlockCount = RecIn.ThisBlock + 1; }
protected GameObject CreateSwitch(SwitchType type, int x, int y) { GameObject obj = null; switch(type) { case SwitchType.KICK: obj = gameManager.kickSwitch; break; case SwitchType.CLAP: obj = gameManager.clapSwitch; break; case SwitchType.SNARE: obj = gameManager.snareSwitch; break; case SwitchType.FBASS: obj = gameManager.fbassSwitch; break; case SwitchType.SYNTH: obj = gameManager.synthSwitch; break; case SwitchType.SYNTH2: obj = gameManager.synth2Switch; break; case SwitchType.LEVEL_END: obj = gameManager.endSwitch; break; } GameObject switchObj = (GameObject)Instantiate(obj, new Vector3(transform.position.x + (x * scale), transform.position.y + (y * scale), -2), Quaternion.identity); switchObj.transform.parent = gameObject.transform; switchObj.transform.Rotate(new Vector3(90, 180, 0)); switchObj.transform.localScale = new Vector3(scale * 0.1f , 1, scale * 0.1f); return switchObj; }
/***********************************************************************************************/ /// <summary> /// Method creates a /// </summary> /// <param name="resourceId">The Bit position to be toggeled</param> /// <param name="switchType">Inidicated whether to set or clear the bit</param> /// <param name="accessToken">The access token to be evaluated</param> /// <returns>Modified Access Token</returns> public string CreateToken(int resourceId, SwitchType switchType, string accessToken) { string result = string.Empty; int position = 0; int count = 0; byte[] binary; // DONE: Remove the first and last characters from the Token // Cconvert the accessToken in to Character Array char[] accessChars = accessToken.ToCharArray(); // If resourceId is less then or equal to CharacterArray times 8 then continue // if (resourceId <= accessChars.Length * BIT_COUNT) { // One base instead of Zero base to support Nexsure // if (resourceId > 0) { resourceId--; } // Convert the Character Array to Byte Array // binary = System.Text.Encoding.Default.GetBytes(accessChars); Array.Reverse(binary); // If the bit position is greater then 7 get the byte where the // bit is located if (resourceId > 7) { position = (byte)Math.Floor((double)(resourceId / BIT_COUNT)); count = resourceId - (position * BIT_COUNT); } // Else we know the bit is located in the first byte // else { position = 0; count = resourceId; } // Get the byte from the byte Array that holds the bit // byte x = binary[position]; //If Switch Type is On then we change the value to 1 // if (switchType == SwitchType.On) { x |= BIT_ON[count]; } // else we change the value to 0 // else { x &= BIT_OFF[count]; } // Insert the bit back into byte Array // binary[position] = x; result = String.Empty; Array.Reverse(binary); // Convert the byte Array into string // result = System.Text.Encoding.Default.GetString(binary, 0, binary.Length); } else //If resourceId length is greater then the token length throw an exception { throw new ArgumentOutOfRangeException("ResourceId", resourceId, "ResourceId too large"); } return result;//return the access token to the caller }
/// <summary> /// Initializes a new instance of the <see cref="SwitchForm"/> class. /// </summary> /// <param name="idString"> /// The id string. /// </param> /// <param name="type"> /// The type. /// </param> /// <param name="multi"> /// The multi. /// </param> /// <param name="desc"> /// The desc. /// </param> public SwitchForm(string idString, SwitchType type, bool multi, string desc) : this(idString, type, multi, 0, desc) { }
/// <summary> /// Initializes a new instance of the <see cref="SwitchForm"/> class. /// </summary> /// <param name="idString"> /// The id string. /// </param> /// <param name="type"> /// The type. /// </param> /// <param name="multi"> /// The multi. /// </param> /// <param name="minLen"> /// The min len. /// </param> /// <param name="desc"> /// The desc. /// </param> public SwitchForm(string idString, SwitchType type, bool multi, int minLen, string desc) : this(idString, type, multi, minLen, 0, string.Empty) { this.Description = desc; }
/// <summary> /// Initializes a new instance of the <see cref="SwitchForm"/> class. /// </summary> /// <param name="idString"> /// The id string. /// </param> /// <param name="type"> /// The type. /// </param> /// <param name="multi"> /// The multi. /// </param> /// <param name="minLen"> /// The min len. /// </param> /// <param name="maxLen"> /// The max len. /// </param> /// <param name="postCharSet"> /// The post char set. /// </param> public SwitchForm(string idString, SwitchType type, bool multi, int minLen, int maxLen, string postCharSet) { this.IDString = idString; this.Type = type; this.Multi = multi; this.MinLen = minLen; this.MaxLen = maxLen; this.PostCharSet = postCharSet; }
internal void SetButtonSwitchType(GuiDrumDPad dp, SwitchType type) { Debug.Assert((byte)dp % 2 == 0, "only left, up, right, down is allowed here"); SetSelectIndex(ref m_DdlAdvSwitchStateArray[NUM_BUTTON_STATES + (byte)dp / 2], type); }
internal void SetButtonSwitchType(GuiDrumButton b, SwitchType type) { SetSelectIndex(ref m_DdlAdvSwitchStateArray[(byte)b], type); }
void InitSwitch(VPort switchPort, SwitchType switchType, bool isColored) { logger.Log("{0} adding switch {1} {2}", this.ToString(), switchType.ToString(), switchPort.ToString()); SwitchInfo switchInfo = new SwitchInfo(); switchInfo.Capability = GetCapability(switchPort, Constants.UserSystem); switchInfo.Level = 0; switchInfo.Type = switchType; switchInfo.IsColored = isColored; switchInfo.Color = Color.Black; registeredSwitches.Add(switchPort, switchInfo); string switchFriendlyName = switchPort.GetInfo().GetFriendlyName(); switchFriendlyNames.Add(switchFriendlyName, switchPort); if (switchInfo.Capability != null) { IList<VParamType> retVals; if (switchType == SwitchType.Multi) { retVals = switchPort.Invoke(RoleSwitchMultiLevel.RoleName, RoleSwitchMultiLevel.OpGetName, null, ControlPort, switchInfo.Capability, ControlPortCapability); switchPort.Subscribe(RoleSwitchMultiLevel.RoleName, RoleSwitchMultiLevel.OpGetName, ControlPort, switchInfo.Capability, ControlPortCapability); if (retVals[0].Maintype() < 0) { logger.Log("SwitchController could not get current level for {0}", switchFriendlyName); } else { switchInfo.Level = (double)retVals[0].Value(); } } else { retVals = switchPort.Invoke(RoleSwitchBinary.RoleName, RoleSwitchBinary.OpGetName, null, ControlPort, switchInfo.Capability, ControlPortCapability); switchPort.Subscribe(RoleSwitchBinary.RoleName, RoleSwitchBinary.OpGetName, ControlPort, switchInfo.Capability, ControlPortCapability); if (retVals[0].Maintype() < 0) { logger.Log("SwitchController could not get current level for {0}", switchFriendlyName); } else { bool boolLevel = (bool)retVals[0].Value(); switchInfo.Level = (boolLevel) ? 1 : 0; } } //fix the color up now if (isColored) { var retValsColor = switchPort.Invoke(RoleLightColor.RoleName, RoleLightColor.OpGetName, null, ControlPort, switchInfo.Capability, ControlPortCapability); switchPort.Subscribe(RoleLightColor.RoleName, RoleLightColor.OpGetName, ControlPort, switchInfo.Capability, ControlPortCapability); if (retVals[0].Maintype() < 0) { logger.Log("SwitchController could not get color for {0}", switchFriendlyName); } else { byte red, green, blue; red = Math.Min(Math.Max((byte)(int)retValsColor[0].Value(), (byte)0), (byte)255); green = Math.Min(Math.Max((byte)(int)retValsColor[1].Value(), (byte)0), (byte)255); blue = Math.Min(Math.Max((byte)(int)retValsColor[2].Value(), (byte)0), (byte)255); switchInfo.Color = Color.FromArgb(red, green, blue); } } } }