public MostrarDialogos(GameController gm, ArrayList dialogLines) { this.dialogos = dialogLines; falaAtual = 0; backlogManager = BacklogManager.getInstance(); this.gm = gm; }
//ゲームの開始、終了、ロード時などのクリア処理 void ClearSub(bool isStopSound) { Page.Clear(); SelectionManager.Clear(); BacklogManager.Clear(); GraphicManager.Clear(); GraphicManager.gameObject.SetActive(true); if (UiManager != null) { UiManager.Close(); } ClearCustomCommand(); ScenarioPlayer.Clear(); if (isStopSound && SoundManager != null) { SoundManager.StopBgm(); SoundManager.StopAmbience(); } if (MessageWindowManager == null) { Debug.LogError("MessageWindowManager is Missing"); } SaveManager.GetSaveIoListCreateIfMissing(this).ForEach(x => ((IAdvSaveData)x).OnClear()); SaveManager.CustomSaveDataIOList.ForEach(x => ((IAdvSaveData)x).OnClear()); OnClear.Invoke(this); }
public static BacklogManager getInstance() { if (instance == null) { instance = new BacklogManager(); } return(instance); }
public MostrarDialogos(GameController gm, DialogLine dialogo) { this.dialogos = new ArrayList(); this.dialogos.Add(dialogo); falaAtual = 0; backlogManager = BacklogManager.getInstance(); this.gm = gm; }
public MostrarDialogos(GameController gm, Conversa conversa) { this.dialogos = conversa.getDialogos(); Debug.Log("Conversa - " + conversa.getRotulo()); this.conversa = conversa; falaAtual = 0; backlogManager = BacklogManager.getInstance(); this.gm = gm; backlogManager.addConversa(conversa); }
private void EditBacklog(object sender, EventArgs e) { BacklogModel editBacklog = (BacklogModel)sender; if (editBacklog != null) { BacklogItemViewModel.CurrentBacklog = BacklogManager.GetInstance().GetBacklogById(editBacklog.Backlog.Id); ShowAddNewBacklogDialog(); } }
void Clear() { Page.Clear(); SelectionManager.Clear(); BacklogManager.Clear(); LayerManager.Clear(); TransitionManager.Clear(); if (UiManager != null) { UiManager.Close(); } }
private async void SaveBacklogItem() { Context.ProgressRingVisibility = Visibility.Visible; await Task.Delay(2000); if (string.IsNullOrEmpty(CurrentBacklog.BacklogTitle)) { AddNewBacklogErrorMessage = "Please input title for new Backlog."; Context.ProgressRingVisibility = Visibility.Collapsed; return; } if (CurrentBacklog.EstimateHour <= 0 && CurrentBacklog.Id == 0) { AddNewBacklogErrorMessage = "Please input Positive number for estimate hours."; Context.ProgressRingVisibility = Visibility.Collapsed; return; } if (ActiveSpints == null || ActiveSpints.Count == 0) { AddNewBacklogErrorMessage = "There are no active sprint to add."; Context.ProgressRingVisibility = Visibility.Collapsed; return; } var appConfig = AppConfigurationManager.GetInstance().GetAppConfiguration(); if (appConfig == null) { AddNewBacklogErrorMessage = "There is an error when create new backlog. Please try it again later."; Context.ProgressRingVisibility = Visibility.Collapsed; return; } var user = UserAccountManager.GetInstance().GetUserAccountById(appConfig.UserAccountId); if (user == null) { AddNewBacklogErrorMessage = "There is an error when create new backlog. Please try it again later."; Context.ProgressRingVisibility = Visibility.Collapsed; return; } CurrentBacklog.UserId = appConfig.UserAccountId; CurrentBacklog.UserName = user.UserName; CurrentBacklog.Sprint = ActiveSpints[SprintIndex].SprintNum; BacklogManager.GetInstance().SaveBacklog(CurrentBacklog); Context.ProgressRingVisibility = Visibility.Collapsed; //AddNewBacklogErrorMessage = ""; //CurrentBacklog = new Backlog(); //SprintIndex = 0; //Context.CloseAddNewBacklogDialog(); CancelAction(); Context.RefreshPage(); }
private void QuichCloseBacklog(object sender, EventArgs e) { BacklogModel thisBacklog = (BacklogModel)sender; if (thisBacklog != null) { if (thisBacklog.Backlog.Status == 0 || thisBacklog.Backlog.Status == 1) { thisBacklog.Backlog.Status = 2; thisBacklog.Backlog.EstimateHour = 0; BacklogManager.GetInstance().SaveBacklog(thisBacklog.Backlog); RefreshPage(); } } }
public void Clear() { Page.Clear(); SelectionManager.Clear(); BacklogManager.Clear(); GraphicManager.Clear(); TransitionManager.Clear(); if (UiManager != null) { UiManager.Close(); } SoundManager.StopBgm(); SoundManager.StopAmbience(); ClearCustomCommand(); ScenarioPlayer.Clear(); }
private void LoadAcceptBacklog(int userId, int sprint) { var acceptBacklogs = BacklogManager.GetInstance().GetAllAcceptBacklog(userId, sprint); var backlogModels = new List <BacklogModel>(); foreach (var backlog in acceptBacklogs) { var model = new BacklogModel() { Backlog = backlog }; model.EditBacklog += EditBacklog; model.QuickClose += QuichCloseBacklog; backlogModels.Add(model); } AcceptBacklogs = backlogModels; }
/// <summary> /// Configure all the actors and dependancies, returns an IActorRef for the ProgramActor actor /// </summary> public static IActorRef ConfigureServices(ActorSystem system, InsuranceProvider[] providers, Barrier barrier) { IActorRef backLogManager = BacklogManager.Create(system); IActorRef quoteStream = QuoteStream.Create(system, backLogManager, 100, 100, 1500, QuoteGenerator.GenerateQuote); var userInterface = new UserInterface(); IActorRef ux = UIManager.Create(system, quoteStream, userInterface, barrier); IActorRef monitor = UpstreamMonitor.Create(system, quoteStream, userInterface.Panel, providers); // trick to allow bidirectional dependancies,tell the other actors about the actor via a message // instead of via props. var uxReady = new UserInterfaceReady(ux); backLogManager.Tell(uxReady); quoteStream.Tell(uxReady); IActorRef program = ProgramActor.Create(system, ux, monitor); return(program); }
private void LoadFutureBacklog(int userId, int sprint) { var futureBacklogs = BacklogManager.GetInstance().GetAllFutureBacklog(userId, sprint); var backlogModels = new List <BacklogModel>(); foreach (var backlog in futureBacklogs) { var model = new BacklogModel() { Backlog = backlog }; model.EditBacklog += EditBacklog; model.QuickClose += QuichCloseBacklog; model.OpenDetail += OpenBacklogDetail; backlogModels.Add(model); } FutureBacklogs = backlogModels; }
// Use this for initialization void Start() { init_spot = Instantiate(Resources.Load("prefab/initial_spot", typeof(GameObject))) as GameObject; init_spot.name = "initial_spot"; init_spot.transform.position = new Vector3(2.55f, 0.023f); init_scene = -1; init_music = -1; init_anbient = -1; player = null; persona = null; current_scene_index = Application.loadedLevel; NPC_dict = new Hashtable(); Spawn_dict = new Hashtable(); inventorio = new Inventorio(); soundplayer = GetComponent <MusicManager> (); gerEstados = GerenciadorEstados.getInstance(); fm = FileManager.getInstance(); backlog = BacklogManager.getInstance(); initializeGameDataDirectory(); enableppbutton(); perfis = new Profile[2]; item_grid = inventorio.getItemGrid(); //new Item[4,4,3]; on_mainmenu = true; cam_move = false; _Hdef = Screen.height; _Wdef = Screen.width; fadingtoblack = false; fadingtoclear = false; pendingstart = false; pendingshowmenuGUI = false; _GI = new GameGUI(this); }
/// <summary> /// 音声再生ボタンが押された /// </summary> /// <param name="button">押されたボタン</param> public void OnTapSound(AdvUguiBacklog item) { BacklogManager.TryPlayVoice(engine, item.Data); }
public BacklogController() { _dal = BacklogManager.Instance; }
void Awake() { instance = this; m_BacklogLines = new Queue <string>(); }
public SaveGameStructure() { GameObject g = GameObject.FindGameObjectWithTag("GameManager"); GameController gm = (GameController)g.GetComponent(typeof(GameController)); show_menu = gm.GameInterface.ShowingQuickMenuGUI; //.show_menu_GUI; events = gm.getEvents(); ArrayList l = gm.getNomePersonagens(); nomes = new string[l.Count]; states = new int[l.Count]; positions = new PositionGlobalSerializable[l.Count]; for (int i = 0; i < l.Count; i++) { nomes[i] = (string)l[i]; states[i] = gm.getStateIndex(nomes[i]); PositionGlobal pg = gm.getGlobalPosition(nomes[i]); PositionGlobalSerializable pgs; pgs.is_initialized = pg.initialized; pgs.x = pg.position.x; pgs.y = pg.position.y; pgs.z = pg.position.z; pgs.scene_index = pg.scene_index; positions[i] = pgs; } Item[] IL = gm.getItems(); itempegos = new string[IL.Length, 2]; for (int i = 0; i < IL.Length; i++) { itempegos[i, 0] = IL[i].getNome(); itempegos[i, 1] = IL[i].getSpritePath(); } Profile[] perfis = gm.Profiles; profiles = new string[perfis.Length, 4]; for (int i = 0; i < perfis.Length; i++) { profiles[i, 0] = perfis[i].Nome; profiles[i, 1] = perfis[i].Idade; profiles[i, 2] = perfis[i].Sexo; profiles[i, 3] = perfis[i].Descricao; } BacklogManager bm = BacklogManager.getInstance(); Conversa[] historic = bm.getHistoric(); backlog = ""; for (int i = 0; i < historic.Length; i++) { Conversa c = historic[i]; backlog = backlog + c.getRotulo() + "\n"; } string[] playernotes = gm.GameInterface.PlayerNotes; notes = ""; for (int i = 0; i < playernotes.Length; i++) { if (playernotes[i].Length > 0) { notes = notes + i.ToString("00") + playernotes[i] + '\0'; } } //bnotes = Encoding.UTF8.GetBytes(notes); music = gm.getMusic(); anbient = gm.getAnbient(); }
/// <summary> /// 音声再生ボタンが押された /// </summary> /// <param name="button">押されたボタン</param> void OnTapSound(Button button) { BacklogManager.TryPlayVoice(engine, button.Index); }