private void SetControls(int index) { EnableAllControls(); switch (index) { case 0: SetBookView(); addPosition = AddBook; editPosition = EditBook; searchPosition = SearchBook; break; case 1: SetGameView(); addPosition = AddGame; editPosition = EditGame; searchPosition = SearchGame; break; case 2: SetMagazineView(); addPosition = AddMagazineNumber; editPosition = EditMagazineNumber; searchPosition = SearchMagazineNumber; break; } }
/// <summary> /// Adds an item to this collection. /// </summary> /// <param name="item">Item to add.</param> /// <param name="position">Position in list to insert item.</param> public void AddItem(DaggerfallUnityItem item, AddPosition position = AddPosition.Back) { if (item == null) return; // Add the item based on stack behaviour // TODO: Look at implementing proper stacking with max limits, split, merge, etc. DaggerfallUnityItem stack = FindExistingStack(item); if (stack != null) { // Add to stack count stack.stackCount += item.stackCount; } else { // Check duplicate key if (items.Contains(item.UID)) throw new Exception("AddItem() encountered a duplicate item UID for " + item.LongName); // Add the item switch (position) { case AddPosition.DontCare: items.Add(item.UID, item); break; case AddPosition.Front: items.Insert(0, item.UID, item); break; case AddPosition.Back: items.Insert(Count, item.UID, item); break; } } }
protected override JobHandle OnUpdate(JobHandle inputDeps) { // Debug.Log("Return to ball pos relative system going"); // if (!Mathf.Approximately(PlayTimeSettings.returnToGroupPosRelative, 0)) { float returnStrength; if (!Mathf.Approximately(PlayTimeSettings.returnToGroupPosRelativeFast, 0)) { returnStrength = PlayTimeSettings.returnToGroupPosRelativeFast; } else { returnStrength = PlayTimeSettings.returnToGroupPosRelative; } var job = new AddPosition { returnToRelPosStrength = returnStrength }; return(job.Schedule(this, inputDeps)); } //else //{ // Debug.Log("NOTHIN FROM WHIRL"); // var job = new NothingJob { }; // return job.Schedule(this, inputDeps); //} }
protected override JobHandle OnUpdate(JobHandle inputDeps) { var job = new AddPosition { implodeStrength = PlayTimeSettings.getGroupImplodeStrength() }; return(job.Schedule(this, inputDeps)); }
public AddPositionViewModel(AddPosition addPosition) { view = addPosition; positionService = new PositionService(); Position = new tblPosition(); }
private void BtnAddPosition_Click(object sender, RoutedEventArgs e) { AddPosition addPosition = new AddPosition(); this.Opacity = 0.3; Filter(); addPosition.ShowDialog(); Filter(); this.Opacity = 1; }
/// <summary> /// Transfers a single item from another collection to this collection. /// Item will be removed from source collection and placed in this collection. /// UID will be retained. /// </summary> /// <param name="item">Item to transfer.</param> /// <param name="source">Source collection to transfer from.</param> /// <param name="position">Position in list to transfer item.</param> public void Transfer(DaggerfallUnityItem item, ItemCollection source, AddPosition position = AddPosition.DontCare) { if (item == null || source == null) { return; } source.RemoveItem(item); AddItem(item, position); }
/// <summary> /// Reorders item in collection. /// </summary> /// <param name="item">Item to reorder. Must exist inside this collection.</param> /// <param name="position">Position to reorder to.</param> public void ReorderItem(DaggerfallUnityItem item, AddPosition position) { if (!items.Contains(item.UID) || position == AddPosition.DontCare) { return; } RemoveItem(item); AddItem(item, position); }
private void AddPositionExecute() { try { AddPosition addPosition = new AddPosition(); addPosition.ShowDialog(); } catch (Exception ex) { MessageBox.Show(ex.ToString()); } }
private void AddPositionExecute() { try { AddPosition addPosition = new AddPosition(); addPosition.ShowDialog(); //PositionList = positionService.GetPositions(); } catch (Exception ex) { MessageBox.Show(ex.ToString()); } }
/// <summary> /// Reorders item in collection. /// </summary> /// <param name="item">Item to reorder. Must exist inside this collection.</param> /// <param name="position">Position to reorder to.</param> public void ReorderItem(DaggerfallUnityItem item, AddPosition position) { if (!items.Contains(item.UID)) { return; } bool couldBeStacked = FindExistingStack(item) != null; if (position == AddPosition.DontCare && !couldBeStacked) { return; } RemoveItem(item); AddItem(item, position); }
protected override JobHandle OnUpdate(JobHandle inputDeps) { // if (!Mathf.Approximately(PlayTimeSettings.whirlStrength, 0)) // { var job = new AddPosition { firstBallInGroupCurrentPos = BallShooter.firstBallOfLastEntityGroupCurrentPos, firstBallInGroupOriginalRelativePos = BallShooter.firstBallOfLastEntityGroupOriginalRelativePos, whirlStrength = PlayTimeSettings.whirlStrength }; return(job.Schedule(this, inputDeps)); //} //else //{ // var job = new NothingJob { }; // return job.Schedule(this, inputDeps); //} }
/// <summary> /// Adds an item to this collection. /// </summary> /// <param name="item">Item to add.</param> /// <param name="position">Position in list to insert item.</param> public void AddItem(DaggerfallUnityItem item, AddPosition position = AddPosition.Back, bool noStack = false) { if (item == null) { return; } // Add the item based on stack behaviour // TODO: Look at implementing proper stacking with max limits, split, merge, etc. DaggerfallUnityItem stack = FindExistingStack(item); if (stack != null && !noStack) { // Add to stack count stack.stackCount += item.stackCount; } else { // Log and exit if duplicate key found if (items.Contains(item.UID)) { UnityEngine.Debug.LogError("AddItem() encountered a duplicate item UID for " + item.LongName); return; } // Add the item switch (position) { case AddPosition.DontCare: items.Add(item.UID, item); break; case AddPosition.Front: items.Insert(0, item.UID, item); break; case AddPosition.Back: items.Insert(Count, item.UID, item); break; } } }
/// <summary> /// Adds an item to this collection. /// </summary> /// <param name="item">Item to add.</param> /// <param name="position">Position in list to insert item.</param> public void AddItem(DaggerfallUnityItem item, AddPosition position = AddPosition.Back) { if (item == null) { return; } // Add the item based on stack behaviour // Stacking currently only works for ingredients // TODO: Look at implementing proper stacking with max limits, split, merge, etc. DaggerfallUnityItem ingredient = FindIngredient(item); if (ingredient != null) { // Add to stack count ingredient.stackCount++; } else { // Check duplicate key if (items.Contains(item.UID)) { throw new Exception("AddItem() encountered a duplicate item UID for " + item.LongName); } // Add the item switch (position) { case AddPosition.DontCare: items.Add(item.UID, item); break; case AddPosition.Front: items.Insert(0, item.UID, item); break; case AddPosition.Back: items.Insert(Count, item.UID, item); break; } } }
public void CreatePosition(Position position, Account loginUser) { AddPosition addPosition = new AddPosition(position, loginUser); addPosition.Excute(); }
/// <summary> /// Reorders item in collection. /// </summary> /// <param name="item">Item to reorder. Must exist inside this collection.</param> /// <param name="position">Position to reorder to.</param> public void ReorderItem(DaggerfallUnityItem item, AddPosition position) { if (!items.Contains(item.UID) || position == AddPosition.DontCare) return; RemoveItem(item); AddItem(item, position); }
public AddPositionViewModel(AddPosition open) { addPosition = open; position = new tblPosition(); }
/// <summary> /// Transfers a single item from another collection to this collection. /// Item will be removed from source collection and placed in this collection. /// UID will be retained. /// </summary> /// <param name="item">Item to transfer.</param> /// <param name="source">Source collection to transfer from.</param> /// <param name="position">Position in list to transfer item.</param> public void Transfer(DaggerfallUnityItem item, ItemCollection source, AddPosition position = AddPosition.DontCare) { if (item == null || source == null) return; source.RemoveItem(item); AddItem(item, position); }