private void comboAppliesTo_SelectedIndexChanged(object sender, EventArgs e) { if (comboAppliesTo.SelectedIndex < 0) { availableFieldsTree1.RootColumn = NullRootColumn; } var annotationTargetItem = (AnnotationTargetItem)comboAppliesTo.Items[comboAppliesTo.SelectedIndex]; AnnotationTargets = AnnotationDef.AnnotationTargetSet.Singleton(annotationTargetItem.AnnotationTarget); availableFieldsTree1.RootColumn = ColumnDescriptor.RootColumn(_dataSchema, AnnotationCalculator.RowTypeFromAnnotationTarget(annotationTargetItem.AnnotationTarget), UiModes.FromDocumentType(ModeUI)); }
private void buttonOK_Click(object sender, EventArgs e) { SelectedDocumentType = (SrmDocument.DOCUMENT_TYPE)listBoxModeUI.SelectedIndex; Settings.Default.UIMode = UiModes.FromDocumentType(SelectedDocumentType); Close(); }
void Update() { PlayerController player = PlayerController.PlayerInstance; if (PlayerController.PlayerInstance == null) { currentMode = UiModes.MENU; if (initalized) { Menu.Title.text = "You died"; } else if (Menu.Title != null) { Menu.Title.text = "Box Collector"; } } else { if (!initalized) { initalized = true; } if (player.Boxes >= Collectible.BoxCount && EnemyController.EnemyCount == 0) { currentMode = UiModes.MENU; Menu.Title.text = "You are victorious"; } else { Menu.Title.text = "Box Collector"; if (Input.GetKeyDown(KeyCode.Escape)) { currentMode = currentMode == UiModes.MENU ? UiModes.HUD : UiModes.MENU; } if (currentMode != UiModes.MENU && Input.GetKeyDown(KeyCode.Tab)) { currentMode = currentMode == UiModes.INVENTORY ? UiModes.HUD : UiModes.INVENTORY; } } } switch (currentMode) { case UiModes.MENU: Menu.gameObject.SetActive(true); HUD.gameObject.SetActive(false); Inventory.gameObject.SetActive(false); Menu.Start.text = initalized ? "Restart" : "Start"; break; case UiModes.HUD: Menu.gameObject.SetActive(false); HUD.gameObject.SetActive(true); Inventory.gameObject.SetActive(false); break; case UiModes.INVENTORY: Menu.gameObject.SetActive(false); HUD.gameObject.SetActive(false); Inventory.gameObject.SetActive(true); break; } Cursor.visible = currentMode != UiModes.HUD; if (player != null) { player.BlockShooting = currentMode != UiModes.HUD; } }