Ejemplo n.º 1
0
        public MonitoringClientFactory(DateTime dtStart,
                                       DateTime dtEnd,
                                       double?maxValue,
                                       bool isConcentratorsEnabled,
                                       bool isMetersEnabled,
                                       List <int> selectedEvents,
                                       List <byte> selectedСhannels,
                                       VALUES_FLAG_DB?filterFlag,
                                       CancellationToken cancellationToken,
                                       ProgressBarButton progressBar, Action <TStatisticInformation> showTotalStatistic, Guid waiterId,
                                       MonitoringDBSupport monitoringDBResult, ModuleType типМодуля)
        {
            DtStart   = dtStart;
            DtEnd     = dtEnd;
            _maxValue = maxValue;
            IsConcentratorsEnabled = isConcentratorsEnabled;
            IsMetersEnabled        = isMetersEnabled;
            _selectedEvents        = selectedEvents;
            _selectedСhannels      = selectedСhannels;
            _filterFlag            = filterFlag;
            _cancellationToken     = cancellationToken;
            _rowsComparer          = new TMonitoringAnalyseRowEqualityComparer();

            MonitoringAnalyseDict = MakeMonitoringSource(monitoringDBResult, типМодуля);
            _progressBar          = progressBar;
            _showTotalStatistic   = showTotalStatistic;
            _waiterId             = waiterId;
            _progressBar.SetIndeterminat(true);
        }
Ejemplo n.º 2
0
    private void Update()
    {
        RaycastHit hit;

        Debug.DrawRay(transform.position, transform.forward * rayLength, Color.green);

        // Checks if any object is being looked at and handle the result
        if (Physics.Raycast(transform.position, transform.forward, out hit, rayLength))
        {
            if (hit.transform.gameObject != null)
            {
                HitObject(hit.transform.gameObject);
            }
            else
            {
                HitObject(null);
            }
        }
        else
        {
            HitObject(null);
        }

        // Updates progressbars if any were looked at this and/or last frame
        if (previousObject != null)
        {
            var currentProgressbarButton = previousObject.GetComponent <ProgressBarButton>();

            if (currentProgressbarButton != null)
            {
                timer += Time.deltaTime;
                currentProgressbarButton.SetProgress(Mathf.Clamp(timer / gazeDuration, 0.0f, 1.0f));

                if (currentProgressbarButton.isProgressBarFilled)
                {
                    currentProgressbarButton.Proceed();

                    previousObject = null;
                    timer          = 0;
                }

                if (previousProgressbarButton != null && currentProgressbarButton != previousProgressbarButton)
                {
                    previousProgressbarButton.ResetProgress();
                }
                previousProgressbarButton = currentProgressbarButton;
            }
            else if (previousProgressbarButton != null)
            {
                previousProgressbarButton.ResetProgress();
                previousProgressbarButton = null;
            }
        }
        else if (previousProgressbarButton != null)
        {
            previousProgressbarButton.ResetProgress();
            previousProgressbarButton = null;
        }
    }
Ejemplo n.º 3
0
 public void SetProgressButtonValue(string text, float value)
 {
     foreach (UI_Component component in UI_Components)
     {
         if (component.GetType() == typeof(ProgressBarButton))
         {
             // Set the Progress Bar's value
             ProgressBarButton pbb = (ProgressBarButton)component;
             if (pbb.Text == text)
             {
                 pbb.Value = value;
             }
         }
     }
 }
Ejemplo n.º 4
0
        public CombatStateTargetUI(ContentManager _content)
        {
            Texture2D  buttonTexture = _content.Load <Texture2D>(ControlConstants.BUTTON_TEXTURE);
            SpriteFont buttonFont    = _content.Load <SpriteFont>(ControlConstants.BUTTON_FONT);
            Texture2D  pixelTexture  = _content.Load <Texture2D>(Config.PIXEL_TEXTURE);

            BorderBox CanvasBox = new BorderBox(pixelTexture)
            {
                BorderBoxInfo = ControlConstants.COMBATMODE_CANVAS
            };

            Button BuildModeButton = new Button(buttonTexture, buttonFont)
            {
                ButtonInfo = ControlConstants.COMBATMODE_BUILDMODE,
            };

            ProgressBarButton TargetEnemyShipButton = new ProgressBarButton(buttonTexture, buttonFont)
            {
                ButtonInfo = ControlConstants.COMBATMODE_TARGETENEMYSHIP,
            };

            ProgressBarButton TargetStoragesButton = new ProgressBarButton(buttonTexture, buttonFont)
            {
                ButtonInfo = ControlConstants.COMBATMODE_TARGETSTORAGES,
            };

            ProgressBarButton TargetWeaponsButton = new ProgressBarButton(buttonTexture, buttonFont)
            {
                ButtonInfo = ControlConstants.COMBATMODE_TARGETWEAPONS,
            };

            ProgressBarButton TargetPowerGenButton = new ProgressBarButton(buttonTexture, buttonFont)
            {
                ButtonInfo = ControlConstants.COMBATMODE_TARGETPOWERGEN,
            };

            ProgressBarButton TargetPowerStorageButton = new ProgressBarButton(buttonTexture, buttonFont)
            {
                ButtonInfo = ControlConstants.COMBATMODE_TARGETPOWERSTORAGE,
            };

            TextBox CombatModeTitle = new TextBox(buttonFont)
            {
                TextBoxInfo = ControlConstants.COMBATMODE_TITLE,
            };

            _gridBox = new BorderBox(pixelTexture)
            {
                BorderBoxInfo = ControlConstants.BUILDMODE_GRIDBOX
            };

            Button FireWeapon = new Button(buttonTexture, buttonFont)
            {
                ButtonInfo = ControlConstants.COMBATMODE_FIREWEAPON
            };


            Button RepairRoom = new Button(buttonTexture, buttonFont)
            {
                ButtonInfo = ControlConstants.COMBATMODE_REPAIRROOM
            };



            UI_Components = new List <UI_Component>()
            {
                CanvasBox,
                BuildModeButton,
                CombatModeTitle,
                _gridBox,
                TargetEnemyShipButton,
                TargetStoragesButton,
                TargetWeaponsButton,
                TargetPowerGenButton,
                TargetPowerStorageButton,
                FireWeapon,
                RepairRoom
            };
        }