private void updateTipText(TipState state)
    {
        if (currentState != state)
        {
            currentState = state;
            switch (state)
            {
            case TipState.None:
                infoLabel.Text = "Look here for tips and tricks!";
                break;

            case TipState.FocusAreas:
                infoLabel.Text = "Try to only choose a few focus areas at a time in order to focus the search more efficiently.";
                break;

            case TipState.TargetBehavior:
                infoLabel.Text = "Choose how the target should move. Simple movement are easier for the robots to learn to target, while moving targets are more realistic.";
                break;

            case TipState.TrainButton:
                infoLabel.Text = "When all parameters are satisfactory set, start the training with this button.";
                break;

            case TipState.ResetButton:
                infoLabel.Text = "Set all parameter values to 0.";
                break;
            }
        }
    }
Beispiel #2
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        private void timer_Tick(object sender, EventArgs e)
        {
            timer.Stop();

            switch (state)
            {
            case TipState.Initial:
                if (active_control == null)
                {
                    return;
                }
                tooltip_window.Present(active_control, (string)tooltip_strings[active_control]);
                state          = TipState.Show;
                timer.Interval = autopop_delay;
                timer.Start();
                break;

            case TipState.Show:
                tooltip_window.Visible = false;
                state = TipState.Down;
                break;

            default:
                throw new Exception("Timer shouldn't be running in state: " + state);
            }
        }
Beispiel #3
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 public void Attack(Transform targ, float speed)
 {
     _kinematicSpeed = speed;
     State           = TipState.Attacking;
     Target          = targ;
     _hitTarget      = false;
 }
Beispiel #4
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 private void PhysicsFinishRetracting()
 {
     if (State == TipState.Retracting &&
         (transform.position - _baseTransform.position).magnitude <= _locationEpsilon)
     {
         //Debug.Log("Retraction complete");
         gameObject.GetComponent <Rigidbody2D>().velocity    = Vector2.zero;
         gameObject.GetComponent <Rigidbody2D>().isKinematic = true;
         State = TipState.Idle;
     }
     else
     {
         Vector2 dir2Target = _baseTransform.position - transform.position;
         dir2Target.Normalize();
         GetComponent <Rigidbody2D>().AddForce(dir2Target * 10, ForceMode2D.Impulse);
         //Debug.Log("retracting force: " + dir2Target * 10);
     }
 }
Beispiel #5
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    private void PhysicsRetract()
    {
        //Debug.Log("PhysicsRetract");

        if (GetComponent <Rigidbody2D>().isKinematic)
        {
            GetComponent <Rigidbody2D>().isKinematic = false;
        }

        gameObject.GetComponent <Rigidbody2D>().velocity = Vector2.zero;
        Vector2 dir2Base = _baseTransform.position - transform.position;

        dir2Base.Normalize();
        dir2Base *= 100;
        //Debug.Log("Rectract Apply: " + dir2Base);
        gameObject.GetComponent <Rigidbody2D>().AddForce(dir2Base);
        State = TipState.Retracting;
    }
Beispiel #6
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 /// <param name="collision"></param>
 private void OnTriggerEnter2D(Collider2D collision)
 {
     if (collision.tag == "Wall")
     {
         moving   = true;
         tipState = TipState.Wall;
     }
     if (collision.tag == "Button")
     {
         moving   = true;
         tipState = TipState.Button;
     }
     if (collision.tag == "Item")
     {
         tipState = TipState.Item;
         moving   = true;
     }
 }
    // Update is called once per frame
    void Update()
    {
        if (lastMousePosition != Input.mousePosition && Delay > 0)
        {
            timer             = 0.0f;
            lastMousePosition = Input.mousePosition;
            LastObject        = null;
            Hide();
            return;
        }
        else
        {
            if (timer <= Delay)
            {
                timer += Time.deltaTime;
                return;
            }
        }
        TipState newState = TipState.None;

        if (LastObjectUI != null)
        {
            newState = (TipState)Mathf.Max((int)newState, (int)GetTargetUI());
        }
        else
        {
            foreach (Camera cam in cameras)
            {
                newState = (TipState)Mathf.Max((int)newState, (int)GetTargetCamera(cam));
            }
        }
        switch (newState)
        {
        case TipState.None:
            Hide();
            LastObject = null;
            break;

        case TipState.New:
            Show();
            break;
        }
    }
Beispiel #8
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        private void ShowTooltip(Control control)
        {
            last_control = control;

            // Whatever we're displaying right now, we don't want it anymore
            tooltip_window.Visible = false;
            timer.Stop();
            state = TipState.Initial;

            if (!is_active)
            {
                return;
            }

            // ShowAlways controls whether the controls in non-active forms
            // can display its tooltips, even if they are not current active control.
            if (!show_always && control.FindForm() != Form.ActiveForm)
            {
                return;
            }

            string text = (string)tooltip_strings[control];

            if (text != null && text.Length > 0)
            {
                if (active_control == null)
                {
                    timer.Interval = Math.Max(initial_delay, 1);
                }
                else
                {
                    timer.Interval = Math.Max(re_show_delay, 1);
                }

                active_control = control;
                timer.Start();
            }
        }
		private void timer_Tick(object sender, EventArgs e) {
			timer.Stop();

			switch (state) {
			case TipState.Initial:
				if (active_control == null)
					return;
				tooltip_window.Present (active_control, (string)tooltip_strings[active_control]);
				state = TipState.Show;
				timer.Interval = autopop_delay;
				timer.Start();
				break;

			case TipState.Show:
				tooltip_window.Visible = false;
				state = TipState.Down;
				break;

			default:
				throw new Exception ("Timer shouldn't be running in state: " + state);
			}
		}
Beispiel #10
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		private void ShowTooltip (Control control) 
		{
			last_control = control;

			// Whatever we're displaying right now, we don't want it anymore
			tooltip_window.Visible = false;
			timer.Stop();
			state = TipState.Initial;

			if (!is_active)
				return;

			// ShowAlways controls whether the controls in non-active forms
			// can display its tooltips, even if they are not current active control.
			//if (!show_always && control.FindForm () != Form.ActiveForm)
			//	return;

			string text = (string)tooltip_strings[control];
			if (text != null && text.Length > 0) {
				if (active_control == null) {
					timer.Interval = Math.Max (initial_delay, 1);
				} else {
					timer.Interval = Math.Max (re_show_delay, 1);
				}

				active_control = control;
				timer.Start ();
			}
		}