public virtual void Set(T item) { var index = IndexOf(item); Set(index); ChangedState?.Invoke(); }
public virtual void Remove() { Remove(this[Index]); Index = Math.Max(0, Math.Min(Index, this.Count - 1)); Accessed?.Invoke(); ChangedState?.Invoke(); }
public virtual void Next() { if (this.Count > 0) { Index = (Index + 1 + Count) % Count; Accessed?.Invoke(); ChangedState?.Invoke(); } }
public virtual void Back() { Index = (Index - 1 + Count) % Count; if (Index < 0) { Index = this.Count - 1; } Accessed?.Invoke(); ChangedState?.Invoke(); }
public void RemoveAction(PlayerAction action) { var actions = _actions.FirstOrDefault(x => x == action); if (actions == default(PlayerAction)) { return; } _actions.Remove(actions); ChangedState.Invoke(this, null); Passing = false; }
// Update is called once per frame void Update() { // If we press space if (Input.GetKeyDown(KeyCode.Space) && active) { if (writer.IsWorking()) // If working, skip the working text { writer.Skip(); } else // Otherwise we go to the next text chunk { textIter++; if (textIter < text.Length) // If we're within our bounds still, then write! { writer.SetTextToWrite(text[textIter]); // Set the next line to write if (!writer.AutoStartWriting) // Start writing if the writer is set to auto { writer.StartWriting(); } } else // Otherwise we should close this UI { TimeTicker.Instance.SetTimeScale(1); // Set to regular time scale EnableOnComplete.ForEach(obj => obj.GetComponent <IHideableUI>()?.Show()); DisableOnComplete.GetComponent <IHideableUI>()?.Hide(); OnEnd?.Invoke(); active = false; if (GameStateManager.Instance.DayCycleNumber < 1) { GameStateManager.Instance.SetNight(); //TODO I don't like this here... too coupled } } } } }
private void ChangeStateThisInMonitoring(SerialPortWorkerState workerState) { CurrentState = workerState; ChangedState?.Invoke(this, new ChangedStateEventArgs(CurrentState)); Helper.NLogger.Debug($"Zmieniono stan na: {CurrentState}"); }
public virtual void Set(int index) { Index = Mathf.Clamp(index, 0, Count - 1); Accessed?.Invoke(); ChangedState?.Invoke(); }
public virtual void SetLast() { Index = Count - 1; Accessed?.Invoke(); ChangedState?.Invoke(); }
public void Reset() { State = false; ChangedState?.Invoke(State); }
public void Click() { State = true; ChangedState?.Invoke(State); StartCoroutine(FlickBack()); }
public void FlickOn() { State = true; ChangedState?.Invoke(State); }