Inheritance: MonoBehaviour
Beispiel #1
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    IEnumerator GoToMaingame()
    {
        yield return(new WaitForSeconds(3));

        UIGame.SetActive(true);
        UILoader.SetActive(false);
    }
Beispiel #2
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 public TrinityPlugin()
 {
     _instance = this;
     UILoader.Preload();
     PluginManager.OnPluginsReloaded += PluginManager_OnPluginsReloaded;
     InstallRoutine();
 }
Beispiel #3
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 private void Close()
 {
     UILoader.GetUIState <RichTextBox>().Visible = false;
     RichTextBox.SetData(null, "", "");
     Main.player[Main.myPlayer].talkNPC = -1;
     textState = 0;
 }
Beispiel #4
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        public override bool NewRightClick(int i, int j)
        {
            var tile = (Tile)Framing.GetTileSafely(i, j).Clone();

            if (CanOpen(Main.LocalPlayer) && tile.frameX < 32)
            {
                for (int x = 0; x < 2; x++)
                {
                    for (int y = 0; y < 4; y++)
                    {
                        int realX = x + i - tile.frameX / 18;
                        int realY = y + j - tile.frameY / 18;

                        Framing.GetTileSafely(realX, realY).frameX += 36;
                    }
                }

                Loot[] smallLoot = new Loot[5];

                List <Loot> types = Helper.RandomizeList(SmallLootPool);
                for (int k = 0; k < 5; k++)
                {
                    smallLoot[k] = types[k];
                }

                UILoader.GetUIState <LootUI>().SetItems(GoldLootPool[Main.rand.Next(GoldLootPool.Count)], smallLoot);
                UILoader.GetUIState <LootUI>().Visible = true;
                return(true);
            }
            return(false);
        }
Beispiel #5
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        protected override IEnumerator Load()
        {
            string bundleName = AssetBundlesUtility.GetUICharacterResourcesBundleName();
            AssetBundleLoadRequest bundleLoadRequest = AssetManager.LoadAssetBundle(bundleName);

            while (!bundleLoadRequest.get_isDone())
            {
                yield return(null);
            }
            if (AssetManagerError.op_Implicit(bundleLoadRequest.get_error()) != 0)
            {
                Log.Error($"Error while loading bundle '{bundleName}' error={bundleLoadRequest.get_error()}", 26, "C:\\BuildAgents\\AgentB\\work\\cub_client_win64_develop\\client\\DofusCube.Unity\\Assets\\Core\\Code\\States\\PlayerUI\\PlayerUIMainState.cs");
                yield break;
            }
            UILoader <PlayerIconRoot> loader = new UILoader <PlayerIconRoot>(this, "PlayerLayerUI", "core/scenes/ui/player", disableOnLoad: true);

            yield return(loader.Load());

            m_ui = loader.ui;
            yield return(m_ui.LoadAssets());

            m_ui.get_gameObject().SetActive(true);
            m_ui.Initialise(this);
            m_ui.LoadVisual();
        }
        protected override IEnumerator Load()
        {
            m_modifications = new WeaponAndDeckModifications();
            m_modifications.Setup();
            this.LoadAssetBundle(AssetBundlesUtility.GetUIAnimatedCharacterResourcesBundleName());
            this.LoadAssetBundle("core/ui/characters/companions");
            string bundleName = AssetBundlesUtility.GetUICharacterResourcesBundleName();
            AssetBundleLoadRequest bundleLoadRequest = AssetManager.LoadAssetBundle(bundleName);

            while (!bundleLoadRequest.get_isDone())
            {
                yield return(null);
            }
            if (AssetManagerError.op_Implicit(bundleLoadRequest.get_error()) != 0)
            {
                Log.Error($"Error while loading bundle '{bundleName}' error={bundleLoadRequest.get_error()}", 48, "C:\\BuildAgents\\AgentB\\work\\cub_client_win64_develop\\client\\DofusCube.Unity\\Assets\\Core\\Code\\States\\PlayerUI\\DeckMainState.cs");
                yield break;
            }
            UILoader <DeckUIRoot> loader = new UILoader <DeckUIRoot>(this, "PlayerLayer_DeckCanvas", "core/scenes/ui/deck", disableOnLoad: true);

            yield return(loader.Load());

            m_ui = loader.ui;
            yield return(m_ui.LoadAssets());

            m_ui.get_gameObject().SetActive(true);
            m_ui.Initialise(m_modifications);
        }
Beispiel #7
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        public static Window CreateWindow()
        {
            try
            {
                var filename = Path.Combine(FileManager.PluginPath, "UI", "TVars.xaml");

                if (_window == null)
                {
                    _window = new Window();
                }

                _window.DataContext = new TVarsViewModel();

                string      content     = File.ReadAllText(filename);
                UserControl userControl = UILoader.LoadAndTransformXamlFile <UserControl>(filename);

                _window.Content   = userControl;
                _window.Height    = 620;
                _window.Width     = 600;
                _window.MinHeight = 580;
                _window.MinWidth  = 600;
                _window.Title     = "Trinity Variables";

                _window.Closed += Window_Closed;
            }
            catch (Exception ex)
            {
                Logger.LogNormal("Unable to open Trinity Variables: {0}", ex.ToString());
            }

            return(_window);
        }
Beispiel #8
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        public override void RightClick(Player player)
        {
            UpdateBagSlots();

            item.stack++;
            ChefBagUI.openBag = this;
            UILoader.GetUIState <ChefBagUI>().OnInitialize();
        }
Beispiel #9
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 public override void ModifyInterfaceLayers(List <GameInterfaceLayer> layers)
 {
     for (int k = 0; k < UILoader.UIStates.Count; k++)
     {
         var state = UILoader.UIStates[k];
         UILoader.AddLayer(layers, UILoader.UserInterfaces[k], state, state.InsertionIndex(layers), state.Visible, state.Scale);
     }
 }
Beispiel #10
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        protected override IEnumerator Load()
        {
            UILoader <FightEndedUI> loader = new UILoader <FightEndedUI>(FightState.instance, this, GetSceneName(m_end), "core/scenes/ui/fight", disableOnLoad: true);

            yield return(loader.Load());

            m_ui = loader.ui;
        }
Beispiel #11
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 public Plugin()
 {
     _instance = this;
     Logger.Enricher.AddOrUpdate(Name, () => new ScalarValue(Version));
     UILoader.Preload();
     PluginManager.OnPluginsReloaded += PluginManager_OnPluginsReloaded;
     InstallRoutine();
 }
        protected override IEnumerator Load()
        {
            UILoader <ParametersUI> loader = new UILoader <ParametersUI>(this, "ParametersUI", "core/scenes/ui/option");

            yield return(loader.Load());

            m_ui = loader.ui;
        }
Beispiel #13
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        private void Bless()
        {
            UILoader.GetUIState <RichTextBox>().Visible = false;
            RichTextBox.SetData(null, "", "");
            Main.player[Main.myPlayer].talkNPC = -1;

            Main.LocalPlayer.AddBuff(BuffType <SpikeImmuneBuff>(), 3600); //TODO: this may need manual sync later? not sure (Remember this is really being called from a UI)
        }
Beispiel #14
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    /// <summary> 播放特效 </summary>
    public void playEffect(string effectPath, Vector2 pos)
    {
        GameObject effect  = UILoader.LoadUIEffect(effectPath);
        Transform  UILayer = UILayer_middle;

        effect.transform.SetParent(UILayer);
        effect.transform.localScale    = Vector3.one;
        effect.transform.localPosition = new Vector3(pos.x, pos.y, 0);
    }
        protected override IEnumerator Load()
        {
            UILoader <CommonUI> loader = new UILoader <CommonUI>(this, "CommonUI", "core/scenes/ui/examples", disableOnLoad: true);

            yield return(loader.Load());

            m_ui = loader.ui;
            m_ui.get_gameObject().SetActive(true);
        }
        protected override IEnumerator Load()
        {
            string sceneName = (m_reason == FightStatusEndReason.Win) ? "FightEndedWinMatchUI" : "FightEndedDiedUI";
            UILoader <BaseOpenCloseUI> loader = new UILoader <BaseOpenCloseUI>(this, sceneName, "core/scenes/ui/fight", disableOnLoad: true);

            yield return(loader.Load());

            m_ui = loader.ui;
        }
        protected override IEnumerator Load()
        {
            UILoader <MatchMakingUI> loader = new UILoader <MatchMakingUI>(this, "MatchmakingUI", "core/scenes/ui/matchmaking", disableOnLoad: true);

            yield return(loader.Load());

            m_ui = loader.ui;
            m_ui.get_gameObject().SetActive(true);
        }
        protected override IEnumerator Load()
        {
            UILoader <LoginUIDemo> loader = new UILoader <LoginUIDemo>(this, "LoginUIDemo", "demo/scenes/ui/login", disableOnLoad: true);

            yield return(loader.Load());

            m_ui = loader.ui;
            m_ui.get_gameObject().SetActive(false);
        }
Beispiel #19
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        protected override IEnumerator Load()
        {
            UILoader <EndGameStatsUIDemo> loader = new UILoader <EndGameStatsUIDemo>(FightState.instance, this, "EndGameStats", "demo/scenes/ui/fight", disableOnLoad: true);

            yield return(loader.Load());

            m_ui = loader.ui;
            yield return(m_ui.Init(m_endResult, m_gameStatistics, m_fightTime));
        }
Beispiel #20
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        protected override IEnumerator Load()
        {
            UILoader <LoginUI> loader = new UILoader <LoginUI>(this, "LoginUI", "core/scenes/ui/login");

            yield return(loader.Load());

            m_ui = loader.ui;
            m_ui.SetParams(PlayerPreferences.lastLogin, PlayerPreferences.lastPassword, PlayerPreferences.lastServer);
        }
Beispiel #21
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        public ConfigWindow(int heroId)
        {
            Height = 580;
            Width  = 700;
            try
            {
                _mainControl = UILoader.LoadAndTransformXamlFile <UserControl>(Path.Combine(FileUtils.PluginPath, "UI", "Config.xaml"));
            }
            catch (Exception)
            {
                Logger.Error("Couldn't find the file {0}", Path.Combine(FileUtils.PluginPath, "UI", "Config.xaml"));
                return;
            }
            Content = _mainControl;
            //Title = "Adventurer Config for " + ZetaDia.Service.Hero.Name + " - " + ZetaDia.Service.Hero.Class;
            Title      = "Adventurer SettingsStorage";
            ResizeMode = ResizeMode.NoResize;
            //Top = Application.Current.MainWindow.Top + (Application.Current.MainWindow.Height - Height) / 2;
            //Left = Application.Current.MainWindow.Left + (Application.Current.MainWindow.Width - Width) / 2;
            if (Top < 0)
            {
                Top = 0;
            }

            _saveButton        = LogicalTreeHelper.FindLogicalNode(_mainControl, "SaveButton") as Button;
            _saveButton.Click += SaveButton_Click;

            _cancelButton        = LogicalTreeHelper.FindLogicalNode(_mainControl, "CancelButton") as Button;
            _cancelButton.Click += CancelButton_Click;


            _gemPriorityUp        = LogicalTreeHelper.FindLogicalNode(_mainControl, "GemPriorityUp") as Button;
            _gemPriorityUp.Click += GemPriorityUp_Click;

            _gemPriorityDown        = LogicalTreeHelper.FindLogicalNode(_mainControl, "GemPriorityDown") as Button;
            _gemPriorityDown.Click += GemPriorityDown_Click;

            _gemPriorityList = LogicalTreeHelper.FindLogicalNode(_mainControl, "GemPriorityList") as ListBox;

            _prioritizeEquippedGems        = LogicalTreeHelper.FindLogicalNode(_mainControl, "GreaterRiftPrioritizeEquipedGems") as CheckBox;
            _prioritizeEquippedGems.Click += PrioritizeEquippedGems_Click;

            _greaterRiftLevel = LogicalTreeHelper.FindLogicalNode(_mainControl, "GreaterRiftLevel") as ComboBox;
            _greaterRiftLevel.SelectionChanged += GreaterRiftLevel_SelectionChanged;


            _bountyAct1 = LogicalTreeHelper.FindLogicalNode(_mainControl, "BountyAct1") as CheckBox;
            _bountyAct2 = LogicalTreeHelper.FindLogicalNode(_mainControl, "BountyAct2") as CheckBox;
            _bountyAct3 = LogicalTreeHelper.FindLogicalNode(_mainControl, "BountyAct3") as CheckBox;
            _bountyAct4 = LogicalTreeHelper.FindLogicalNode(_mainControl, "BountyAct4") as CheckBox;
            _bountyAct5 = LogicalTreeHelper.FindLogicalNode(_mainControl, "BountyAct5") as CheckBox;
            _bountyPrioritizeBonusAct = LogicalTreeHelper.FindLogicalNode(_mainControl, "BountyPrioritizeBonusAct") as CheckBox;

            _pluginSettings = PluginSettings.Current;
            DataContext     = _pluginSettings;
            BattleNetHeroId = heroId;
        }
        protected override IEnumerator Load()
        {
            UILoader <GodSelectionRoot> loader = new UILoader <GodSelectionRoot>(this, "GodSelectionUI", "core/scenes/ui/player", disableOnLoad: true);

            yield return(loader.Load());

            m_ui = loader.ui;
            m_ui.Initialise();
            m_ui.get_gameObject().SetActive(true);
        }
Beispiel #23
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        protected override IEnumerator Load()
        {
            UILoader <NicknameRequestUI> loader = new UILoader <NicknameRequestUI>(this, "NicknameRequestUI", "core/scenes/ui/login", disableOnLoad: true);

            yield return(loader.Load());

            m_ui = loader.ui;
            m_ui.get_gameObject().SetActive(true);
            m_ui.OnNicknameRequest += OnNicknameRequest;
        }
Beispiel #24
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        protected override IEnumerator Load()
        {
            UILoader <UIZaapPVPSelection> loader = new UILoader <UIZaapPVPSelection>(this, "UIZaap_PVP", "core/scenes/maps/havre_maps", disableOnLoad: true);

            yield return(loader.Load());

            m_ui = loader.ui;
            m_ui.get_gameObject().SetActive(true);
            yield return(m_ui.LoadAssets());
        }
Beispiel #25
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        protected override IEnumerator Load()
        {
            UILoader <TransitionUI> loader = new UILoader <TransitionUI>(this, "TransitionUI", "core/scenes/ui/transition", disableOnLoad: true);

            yield return(loader.Load());

            m_ui = loader.ui;
            m_ui.get_gameObject().SetActive(true);
            yield return(m_ui.OpenCoroutine());
        }
 public override void StartModule(int param, object data = null)
 {
     if (m_FourView == null)
     {
         m_FourView = UILoader.LoadUI <FourView>("UI/FourView");
     }
     m_FourView.Init((string)data);
     m_FourView.m_Accomplish = Accomplish;
     UI.Instance.addChild(m_FourView);
 }
Beispiel #27
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        protected override IEnumerator Load()
        {
            UILoader <ProfileUIRoot> loader = new UILoader <ProfileUIRoot>(this, "PlayerLayer_ProfilCanvas", "core/scenes/ui/deck", disableOnLoad: true);

            yield return(loader.Load());

            m_ui = loader.ui;
            m_ui.get_gameObject().SetActive(true);
            m_ui.Initialise();
        }
        protected override IEnumerator Load()
        {
            UILoader <PopupInfoUI> loader = new UILoader <PopupInfoUI>(this, "PopupInfoUI", "core/scenes/ui/popup", disableOnLoad: true);

            yield return(loader.Load());

            m_ui = loader.ui;
            m_ui.Initialize(m_data);
            m_ui.get_gameObject().SetActive(true);
            yield return(m_ui.OpenCoroutine());
        }
Beispiel #29
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        public override string GetChat()
        {
            textState = 0;
            UILoader.GetUIState <RichTextBox>().Visible = true;
            RichTextBox.ClearButtons();

            SetData();
            RichTextBox.AddButton("[]Next", Debug);

            return("");
        }
Beispiel #30
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 public void zzBtnClicked()
 {
     if (!string.IsNullOrEmpty(SimpleData))
     {
         UILoader.Show <string>(PanelName, SimpleData);
     }
     else
     {
         UILoader.Show(PanelName);
     }
 }