Example #1
0
    public IEnumerator EndChase()
    {   // 추격전 종료 코루틴
        notToNight = true;
        yield return(null);

        TimeManager.instance.flowTime = false; // 시간흐름을 멈추고

        foreach (GameObject go in chaser)      // 추격 오브젝트의 EndChase를 호출함
        {
            go.GetComponent <ChasingKnifeFish>().EndChase();
        }

        string[] comments = new string[] // 대화목록
        {
            "은갈치 : \"오늘은 이만 돌아 가도록 하지...\"",
            "동갈치 : \"가도록 하지!\"",
            "은갈치 : \"채무 이행에 성실히 임해주세요 고객님!\"",
            "동갈치 : \"고객님!\"",
            "신너굴 : ...'한숨도 못잤더니 너무 피곤해 '",
        };
        BoolList bl = Comment.instance.CommentPrint(comments); // 대화목록을 출력함

        yield return(new WaitUntil(() => bl.isDone));          // 대화목록이 다 표시될때까지 대기

        TimeManager.instance.flowTime = true;                  // 시간이 흐름

        foreach (GameObject go in chaser)                      // 추격오브젝트들 파괴
        {
            Destroy(go);
        }

        StopAllCoroutines(); // 모든 코루틴 종료
    }
Example #2
0
        bool IsActive(ChoiceActionItem choiceActionItem)
        {
            var xpoStateMachine = (choiceActionItem.Data as IStateMachine);

            if (xpoStateMachine != null)
            {
                var boolList = new BoolList(true, BoolListOperatorType.Or);
                boolList.BeginUpdate();
                foreach (var item in choiceActionItem.Items)
                {
                    var xpoTransition        = ((XpoTransition)item.Data);
                    var choiceActionItemArgs = new ChoiceActionItemArgs(xpoTransition, item.Active);
                    OnRequestActiveState(choiceActionItemArgs);
                    boolList.SetItemValue(xpoTransition.Oid.ToString(), item.Active.ResultValue);
                }
                boolList.EndUpdate();
                return(boolList.ResultValue);
            }
            var transition = choiceActionItem.Data as XpoTransition;

            if (transition != null)
            {
                var choiceActionItemArgs = new ChoiceActionItemArgs(transition, choiceActionItem.Active);
                OnRequestActiveState(choiceActionItemArgs);
                return(choiceActionItem.Active);
            }
            throw new NotImplementedException();
        }
Example #3
0
    IEnumerator TalkDashda_start()
    {
        yield return(null);

        string[] comments = new string[]
        {
            "\"오홍 역시 재빠르시군요\n다름이아니라 신너굴님의 채무상환스케쥴을\n알려드리려고 뵙자고했어요.\"",
            "\"우선 돈을 빌리셨으면 갚으셔야하는게 맞는거니까 매일 PM 8시전까지 원금및 이자상환부탁드릴게용\"",
            "\"혹시나 그럴일은 없겠지만 PM 8시전까지 상환하지않으신다면 무서운분들을 만나실꺼에요 험한꼴 당하고 싶으시면 뭐 상관없겠지만요~\"",
            "\"현재 신너굴님의 대출금액은 10.000.000벨, 대출이자는 1.000.000벨입니다. \"",
            "\"상환스케쥴은 변동될수 있는점 양해부탁드리구요 신너굴님의 노력여하에따라 이자율은 늘어날수도 줄어들수도 있으니 알아서 잘해보세용. 헿\"",
            "\"상점을 이용해서 채집한 아이템이나 제작한아이템들을 판매해서 티끌모아 빛청산!도 가능하시지 않을까요? 찡긋\"",
            "\"오늘의 상환스케쥴\n원금 100벨 이자10벨 토탈110벨\"",
        };
        BoolList bl = Comment.instance.CommentPrint(comments);

        yield return(new WaitUntil(() => bl.isDone));

        QuestManager.instance.RemoveQueset(questName);
        QuestManager.instance.AddQuest(questName, "오늘의 상환스케쥴\n원금 100벨 이자10벨 토탈110벨", "", "Quest2", "RepaymentToday");
        ResetQusetList();
        NPCdashida.AddObject("Quest2", "RepaymentTodashida");
        StartTimer();

        progress = PROGRESS.GOING;
        PlayerPrefs.SetInt(save, (int)progress);
    }
    public override void OnInspectorGUI()
    {
        serializedObject.Update();

        var anim = serializedObject.FindProperty("anim");

        EditorGUILayout.PropertyField(anim);

        if (IntList != null)
        {
            IntList.DoLayoutList();
        }
        if (FloatList != null)
        {
            FloatList.DoLayoutList();
        }
        if (BoolList != null)
        {
            BoolList.DoLayoutList();
        }
        if (TriggerList != null)
        {
            TriggerList.DoLayoutList();
        }

        serializedObject.ApplyModifiedProperties();
    }
Example #5
0
            public override Frame.Frame NewFrame(Temp.Label name, BoolList formals)
            {
                MipsFrame ret = new MipsFrame();

                ret.Name = name;
                AccessList ptr   = null;
                int        count = 0;

                for (BoolList f = formals; f != null; f = f.Tail)
                {
                    Access a;
                    if (count < 4 && !f.Head)
                    {
                        a = ret.AllocLocal(false);
                    }
                    else
                    {
                        a = ret.AllocLocal(true);
                    }
                    if (ret.Formals == null)
                    {
                        ptr = ret.Formals = new AccessList(a, null);
                    }
                    else
                    {
                        ptr = ptr.Tail = new AccessList(a, null);
                    }
                }
                AllFrames.Add(ret);
                return(ret);
            }
Example #6
0
    IEnumerator playerDie()
    {
        yield return(null);

        while (health)
        {
            //HealthSlider.value = FindObjectOfType<FoodManager>().FOOD;
            if (HealthSlider.value == 0)
            {
                ctrl.transform.Rotate(270, 0, 0);
                if (PlayerPrefs.GetInt("QUEST1_3PRGRESS", 0) == 3)
                {
                    ctrl.transform.position = new Vector3(-300f, 1, -300f);
                }
                HealthSlider.value = 5;
                FindObjectOfType <FoodManager>().FOOD = 5;
                FindObjectOfType <FoodManager>().savefood();
                ctrl.transform.GetChild(0).GetComponent <Animator>().enabled = false;
                ctrl.enabled           = false;
                playerMovement.enabled = false;
                health   = false;
                timeflow = false;
                BoolList bl = Comment.instance.CommentPrint("'한숨도 못잤더니 너무 피곤해 '");
                yield return(new WaitUntil(() => bl.isDone));

                TimeManager.instance.SetTime(TimeManager.onedayTime * 19 / 24);
            }
            yield return(null);
        }
        yield return(new WaitForSeconds(3f));

        StartCoroutine(playerDieElse());
    }
Example #7
0
/*AUTO SCRIPT*/
/*AUTO SCRIPT*/ public override void OnGUI(Rect position, SerializedProperty property, GUIContent label)
/*AUTO SCRIPT*/ {
/*AUTO SCRIPT*/ if (list == null)
/*AUTO SCRIPT*/ {
/*AUTO SCRIPT*/ list  = EditorUtility.GetPropertyObject <BoolList>(property);
/*AUTO SCRIPT*/ rList = new ReorderableList(list, typeof(bool), true, false, true, true);
/*AUTO SCRIPT*/                         // rList.onAddCallback += data => { list.Add(defaultVal); };
/*AUTO SCRIPT*/                         // rList.onChangedCallback += data=> {
/*AUTO SCRIPT*/                         // };
/*AUTO SCRIPT*/ }
/*AUTO SCRIPT*/
/*AUTO SCRIPT*/ numLines = 3 + list.Count;
/*AUTO SCRIPT*/ var title  = new GUIContent($" {label.text}");
/*AUTO SCRIPT*/ var height = base.GetPropertyHeight(property, label);
/*AUTO SCRIPT*/ var rect   = new Rect(position.x, position.y, position.width, height);

/*AUTO SCRIPT*/ EditorGUI.BeginChangeCheck();
/*AUTO SCRIPT*/ rList.DoList(rect);
/*AUTO SCRIPT*/ EditorGUI.PrefixLabel(position, GUIUtility.GetControlID(FocusType.Passive), title);
/*AUTO SCRIPT*/
/*AUTO SCRIPT*/ if (EditorGUI.EndChangeCheck())
            {
/*AUTO SCRIPT*/ property.serializedObject.ApplyModifiedProperties();
            }
/*AUTO SCRIPT*/
/*AUTO SCRIPT*/ }
        public void SerializeParameters(UIElementCollection parameterGrid, string shaderName)
        {
            ShaderName = shaderName;

            ClearLists();

            foreach (var p in parameterGrid)
            {
                if (p is BoolView)
                {
                    var vm = (p as BoolView).DataContext as BoolViewModel;
                    BoolList.Add(new SerializeHolder <bool>(vm.ShaderName, vm.ContentValue));
                }
                else if (p is IntView)
                {
                    var vm = (p as IntView).DataContext as IntViewModel;
                    IntList.Add(new SerializeHolder <int>(vm.ShaderName, vm.ContentValue));
                }
                else if (p is FloatView)
                {
                    var vm = (p as FloatView).DataContext as FloatViewModel;
                    FloatList.Add(new SerializeHolder <float>(vm.ShaderName, vm.ContentValue));
                }
                else if (p is Float2View)
                {
                    var vm = (p as Float2View).DataContext as Float2ViewModel;
                    Float2List.Add(new SerializeHolder <Float2>(vm.ShaderName, vm.ContentValue));
                }
                else if (p is Float3View)
                {
                    var vm = (p as Float3View).DataContext as Float3ViewModel;
                    Float3List.Add(new SerializeHolder <Float3>(vm.ShaderName, vm.ContentValue));
                }
                else if (p is Float4View)
                {
                    var vm = (p as Float4View).DataContext as Float4ViewModel;
                    Float4List.Add(new SerializeHolder <Float4>(vm.ShaderName, vm.ContentValue));
                }
                else if (p is Texture2DView)
                {
                    var vm = (p as Texture2DView).DataContext as Texture2DViewModel;
                    Texture2DList.Add(new SerializeHolder <string>(vm.ShaderName, vm.FileName));
                }
            }

            var    ofd           = new SaveFileDialog();
            string baseDirectory = System.AppDomain.CurrentDomain.BaseDirectory;

            ofd.InitialDirectory = baseDirectory;
            ofd.DefaultExt       = ".xml";
            ofd.Filter           = "XML files (.xml)|*.xml";
            if (ofd.ShowDialog() == true)
            {
                using (var f = File.Create(ofd.FileName))
                {
                    XmlSer.Serialize(f, this);
                }
            }
        }
Example #9
0
    public BoolList CommentPrint(string comment, bool isDone = false)
    {                                                      // 출력할 멘트를 입력받아 출력할 목록에 추가 시키는 함수
        IEnumerator currComment = CommentPrinter(comment); // 코루틴함수를 바로 실행하지 않고
        BoolList    boollist    = new BoolList(currComment, isDone);

        boolList.Add(boollist); // 리스트에 저장함
        return(boollist);
    }
Example #10
0
    public BoolList CommentPrint(string[] comment, bool isDone = false)
    {   // 오버로드 함수
        IEnumerator currComment = CommentPrinter(comment);
        BoolList    boollist    = new BoolList(currComment, isDone);

        boolList.Add(boollist);
        return(boollist);
    }
            Exp TranslateDeclaration(FunctionDeclaration dec)
            {
                List <SymbolTable.Symbol> list = new List <SymbolTable.Symbol>();

                for (FunctionDeclaration d = dec; d != null; d = d.Next)
                {
                    if (Env.ValueEnvironment[d.Name] != null && Env.ValueEnvironment[d.Name] is StandardFunctionEntry)
                    {
                        Error.Report(d.Pos, "Function in standard libaray cannot be redefined");
                    }
                    else if (list.Contains(d.Name))
                    {
                        Error.Report(d.Pos, "Function cannot be redefined in a sequence");
                    }
                    else
                    {
                        list.Add(d.Name);
                        Types.Type      result  = d.Result == null ? Types.Type._void : TranslateType(d.Result).Actual;
                        Types.RECORD    formals = TranslateTypeFields(d.Param);
                        Label           label   = new Label(d.Name + "_" + Count++.ToString());
                        Translate.Level level   = new Translate.Level(Level, label, BoolList.BuildFromFieldList(d.Param));
                        Env.ValueEnvironment[d.Name] = new FunctionEntry(level, label, formals, result);
                    }
                }
                for (FunctionDeclaration d = dec; d != null; d = d.Next)
                {
                    FunctionEntry function = Env.ValueEnvironment[d.Name] as FunctionEntry;
                    Env.ValueEnvironment.BeginScope();
                    Env.LoopEnvironment.BeginScope();
                    Translate.Level backup = Level;
                    Level = function.Level;
                    Translate.AccessList al = Level.Formals.Tail;
                    for (FieldList field = d.Param; field != null; field = field.Tail, al = al.Tail)
                    {
                        Types.Type type = Env.TypeEnvironment[field.Type] as Types.Type;
                        if (type == null)
                        {
                            Error.Report(field.Pos, "Undefined type '" + field.Name + "'");
                        }
                        else
                        {
                            Translate.Access access = new Translate.Access(Level, al.Head.Acc);
                            Env.ValueEnvironment[field.Name] = new VariableEntry(access, type.Actual);
                        }
                    }
                    ExpressionType et = TranslateExpression(d.Body);
                    Translate.ProcessEntryExit(Level, et.Exp, !(et.Type.CoerceTo(Types.Type._void)));
                    if (!et.Type.CoerceTo((Env.ValueEnvironment[d.Name] as FunctionEntry).Result))
                    {
                        Error.Report(d.Result != null ? d.Result.Pos : d.Body.Pos, "Type mismatched for function return value");
                    }
                    Env.ValueEnvironment.EndScope();
                    Env.LoopEnvironment.EndScope();
                    Level = backup;
                }
                return(Translate.TranslateNoOp());
            }
 private void ClearLists()
 {
     BoolList.Clear();
     IntList.Clear();
     FloatList.Clear();
     Float2List.Clear();
     Float3List.Clear();
     Float4List.Clear();
 }
 void CloneBoolList(string id, BoolList boolList, Dictionary <string, BoolList> boolLists)
 {
     boolLists[id] = new BoolList();
     boolLists[id].BeginUpdate();
     foreach (var key in boolList.GetKeys())
     {
         boolLists[id].SetItemValue(key, boolList[key]);
     }
     boolLists[id].EndUpdate();
 }
Example #14
0
 /// <summary>
 /// Constructor.
 /// </summary>
 public HeroList()
 {
     ints         = new IntList();
     floats       = new FloatList();
     bools        = new BoolList();
     strings      = new StringList();
     gameObjects  = new GameObjectList();
     heroObjects  = new HeroObjectList();
     unityObjects = new UnityObjectList();
 }
Example #15
0
 /// <summary>
 /// Constructor.
 /// </summary>
 /// <param name="list">The hero list to construct.</param>
 public HeroList(HeroList list)
 {
     visible      = list.visible;
     ints         = (list.ints == null) ? new IntList() : list.ints.Clone(list.ints);
     floats       = (list.floats == null) ? new FloatList() : list.floats.Clone(list.floats);
     bools        = (list.bools == null) ? new BoolList() : list.bools.Clone(list.bools);
     strings      = (list.strings == null) ? new StringList() : list.strings.Clone(list.strings);
     gameObjects  = (list.gameObjects == null) ? new GameObjectList() : list.gameObjects.Clone(list.gameObjects);
     heroObjects  = (list.heroObjects == null) ? new HeroObjectList() : list.heroObjects.Clone(list.heroObjects);
     unityObjects = (list.unityObjects == null) ? new UnityObjectList() : list.unityObjects.Clone(list.unityObjects);
 }
Example #16
0
        public static BoolList Clone(this BoolList boolList)
        {
            var list = new BoolList();

            foreach (var key in boolList.GetKeys())
            {
                list.SetItemValue(key, boolList[key]);
            }

            return(list);
        }
Example #17
0
 private void ClearFields()
 {
     IntArrayProp = new int[2];
     ComplexProp  = new ComplexClass1();
     CheckBox     = false;
     Lines        = new string[0];
     StringProp   = "";
     CompList.Clear(); CompList.Add(new ComplexClass2(4, 5)); CompList.Add(null); CompList.Add(new ComplexClass2(6, 7));
     BoolList.Clear(); BoolList.Add(true); BoolList.Add(false); BoolList.Add(true);
     SetDebugDisplays();
 }
Example #18
0
    IEnumerator AbuttonComplete()
    {
        yield return(null);

        BoolList bl = Comment.instance.CommentPrint("'우와 움막설치를 해냈어!'");

        yield return(new WaitUntil(() => bl.isDone));

        yield return(new WaitForSeconds(1));

        GetComponent <Quest1_3>().LaunchingQuest();
    }
Example #19
0
    public void Load(ZipData zip)
    {
        var bytelist = new List <byte>();

        // 最初の4byteはPDCA(とくに意味はない)
        bytelist.Add((byte)'P');
        bytelist.Add((byte)'D');
        bytelist.Add((byte)'C');
        bytelist.Add((byte)'A');

        // 圧縮形式(拡張予定はないけど) 4byte
        bytelist.AddRange(BitConverter.GetBytes((Int32)1));

        // 何バイトで1バイトにしているか 4byte
        bytelist.AddRange(BitConverter.GetBytes((Int32)ZipData.n_byte));

        // 元のファイルの文字列の長さ 4byte
        var path_bytes = Encoding.UTF8.GetBytes(zip.path);

        bytelist.AddRange(BitConverter.GetBytes((Int32)path_bytes.Length));

        // 元のファイルの文字列データ path_bytes.Length byte
        bytelist.AddRange(path_bytes);

        // ハフマン符号の数(4byte)
        bytelist.AddRange(BitConverter.GetBytes((Int32)zip.Codes.Count));

        // 総バイト数(4byte)
        bytelist.AddRange(BitConverter.GetBytes((Int32)zip.byteNumber));

        foreach (var code in zip.Codes.Keys)
        {
            var element = zip.Codes[code];

            // 元( n_byte byte )
            bytelist.AddRange(element.ToByteArray());
            // 符号の長さ( 4byte )
            bytelist.AddRange(BitConverter.GetBytes((Int32)code.Length));
            // 符号( RoundUp( code.Length / 8.0 ) byte )
            bytelist.AddRange(code.ToByteArray());
        }

        var data_bytes = zip.data.ToByteArray();

        // 符号化されたデータの総数 (4byte)
        bytelist.AddRange(BitConverter.GetBytes((Int32)zip.data.Length));

        // 符号化されたデータ( data_bytes.Length byte )
        bytelist.AddRange(data_bytes);

        // 保存
        this.originalData = new BoolList(bytelist.ToArray());
    }
Example #20
0
    IEnumerator NotAllowedBuilding()
    {
        yield return(null);

        BoolList bl = Comment.instance.CommentPrint("이곳은 장애물이있어\n다른 설치할곳을 알아보자");

        yield return(new WaitUntil(() => bl.isDone));

        ClearCurrentGridPixels();
        StartInput();
        goingonQuest = false;
    }
Example #21
0
    public void InterActPlayer()
    {
        if (!canInteract) // 상호작용이 안되는 상태일때는 함수리턴
        {
            return;
        }

        canInteract = false; // 상호작용이 안됨으로 설정하여 연속입력으로 인한 버그 방지

        if (player == null)
        {
            player = FindObjectOfType <Player>();
        }

        if (player.EquipItem == null)
        {
            BoolList bl = Comment.instance.CommentPrint("나무는 빈손으로 캘수 없다", canInteract);
            StartCoroutine(Wait(bl));
            return; // 빈손이면 리턴
        }

        if (player.EquipItem != null)
        {   // 현재 장비가 도끼가 아닌경우
            if (player.EquipItem.itemdata.itemID != 90000031 &&
                player.EquipItem.itemdata.itemID != 90000032 &&
                player.EquipItem.itemdata.itemID != 90000033 &&
                player.EquipItem.itemdata.itemID != 90000034)
            {
                // 멘트를 출력하고
                BoolList bl = Comment.instance.CommentPrint("나무는 도끼로 캘수 있다", canInteract);
                StartCoroutine(Wait(bl)); // 해당 멘트가 실행된후 canInteract를 true로 바꿔줌
                return;
            }
        }

        // 도끼를 사용할 경우 아래 실행
        player.EquipItem.ItemDuration(-1); // 내구도 1 감소

        int chance = Random.Range(0, 100); // 확률 생성

        if (chance < 30)
        {   // 30퍼센트 확률로 나뭇가지를 획득함
            Inventory.instance.GetAnItem(10000024, out bool ajrdma, 1);
            BoolList bl = Comment.instance.CommentPrint("나뭇가지를 획득했다.", canInteract);
            StartCoroutine(Wait(bl));
        }
        else
        {   // 실패한경우 실패멘트 출력
            BoolList bl = Comment.instance.CommentPrint("나무에서 아무것도 나오지 않았다", canInteract);
            StartCoroutine(Wait(bl));
        }
    }
Example #22
0
        public static bool DoTheExecute(this ActionBase actionBase, bool force = false)
        {
            BoolList active = null;
            BoolList enable = null;

            if (force && (!actionBase.Active || !actionBase.Enabled))
            {
                active = actionBase.Active.Clone();
                enable = actionBase.Enabled.Clone();
                if (!actionBase.Active)
                {
                    actionBase.Active.Clear();
                }
                if (!actionBase.Enabled)
                {
                    actionBase.Enabled.Clear();
                }
            }
            if (!actionBase.Active || !actionBase.Enabled)
            {
                return(false);
            }
            var simpleAction = actionBase as SimpleAction;

            simpleAction?.DoExecute();
            var singleChoiceAction = actionBase as SingleChoiceAction;

            singleChoiceAction?.DoExecute(singleChoiceAction.SelectedItem);

            var popupWindowShowAction = actionBase as PopupWindowShowAction;

            popupWindowShowAction?.DoExecute((Window)popupWindowShowAction.Controller.Frame);

            var parametrizedAction = actionBase as ParametrizedAction;

            parametrizedAction?.DoExecute(parametrizedAction.Value);
            if (active != null)
            {
                foreach (var key in active.GetKeys())
                {
                    active.SetItemValue(key, active[key]);
                }
            }
            if (enable != null)
            {
                foreach (var key in enable.GetKeys())
                {
                    enable.SetItemValue(key, enable[key]);
                }
            }
            return(true);
        }
Example #23
0
    public void BareHandInterAct()
    {
        if (!interact)
        {
            return;
        }

        interact = false;

        Ray ray       = new Ray(bodyTr.position + new Vector3(0, 0.5f, 0) - (bodyTr.forward / 2), bodyTr.forward);
        int layermask = (1 << LayerMask.NameToLayer("PLAYERINTERACTOBJECT"));

        if (Physics.Raycast(ray, out RaycastHit hit, 1.5f, layermask))
        {
            ItemPickup targetitem     = hit.transform.GetComponent <ItemPickup>();
            IInterAct  interactObject = hit.transform.GetComponent <IInterAct>();
            if (targetitem != null)
            {
                bool ajrdma;

                Inventory.instance.GetAnItem(targetitem.itemID, out ajrdma, targetitem._count);
                if (Inventory.instance.gameObject.activeSelf)
                {
                    Inventory.instance.ShowItem();
                }
                if (ajrdma)
                {
                    int idx = targetitem.x + (targetitem.y * CMD.size * CMD.size) + (targetitem.z * CMD.size);
                    if (CMD.MapDataStr[idx] == "21" || CMD.MapDataStr[idx] == "22" || CMD.MapDataStr[idx] == "23" || CMD.MapDataStr[idx] == "24")
                    {
                        CMD.grasscount--;
                    }
                    CMD.MapDataStr[idx] = "";
                    Destroy(targetitem.gameObject);
                    CMD.SaveDataJson();
                }
                BoolList bl = Comment.instance.CommentPrint("아이템을 습득했다", interact);
                StartCoroutine(Wait(bl));
            }
            else if (interactObject != null)
            {
                interactObject.InterActPlayer();
                interact = true;
            }
            else
            {
                interact = true;
            }
        }
Example #24
0
    public IEnumerator minuscoin( )//아이템정보를 불러오고 아이템가격만큼 코인에 빼주는 함수(구매관련)
    {
        Item item = Inventory.instance.targetslot_item;

        if (coin < item.buyPrice)                                  //소지한 코인이 아이템구매가격보다 작거나 같으면
        {
            BoolList bl = Comment.instance.CommentPrint("돈 없는데?"); //대화출력코르틴실행 bl(comment코루틴,bool정보=false)
            yield return(new WaitUntil(() => bl.isDone));          //bool이 트루가 될때까지 기다림
        }
        else//아니면 코인에서 구매금엑을 빼고 인벤토리에 아이템을 추가
        {
            coin -= item.buyPrice;
            Inventory.instance.GetAnItem(Inventory.instance.targetslot_item.itemID, out bool ajrdma);
        }
    }
Example #25
0
 void RestoreStates(ActionBase action, BoolList boolList, Dictionary <string, BoolList> boolLists)
 {
     if (boolLists.ContainsKey(action.Id))
     {
         BoolList enabledBoolList = boolLists[action.Id];
         if (enabledBoolList.GetKeys().FirstOrDefault() != null)
         {
             boolList.Clear();
             foreach (var key in enabledBoolList.GetKeys())
             {
                 boolList.SetItemValue(key, enabledBoolList[key]);
             }
         }
     }
 }
Example #26
0
    IEnumerator DoneComment()
    {
        string[] comments = new string[]
        {
            "\"버섯을 다 모아오셨군요. \nDIY키트로 음식을 만들수있어요\"",
            "\"버섯구이는 나뭇가지1개와 버섯1개\n버섯슾은 나뭇가지3개와 버섯3개로\n만들수있어요..그정도는 하실수있겠죠?\"",
        };
        BoolList bl = Comment.instance.CommentPrint(comments);

        yield return(new WaitUntil(() => bl.isDone));

        yield return(new WaitForSeconds(60f));

        FindObjectOfType <Quest2>().LaunchingQuest();
    }
Example #27
0
    IEnumerator Wait(BoolList bl)
    {
        if (bl.isDone)
        {
            yield return(new WaitWhile(() => bl.isDone)); // bool값이 false일때까지 대기

            canInteract = true;
        }
        else
        {
            yield return(new WaitUntil(() => bl.isDone)); // bool값이 true일때까지 대기

            canInteract = true;
        }
    }
Example #28
0
 private void AssignCode(Node node, BoolList code)
 {
     if (node.isLeaf == true)
     {
         // 葉なら割り当てる
         Codes[code] = node.element;
         InvertedCodes[node.element] = code;
     }
     else
     {
         // 節ならこうする
         AssignCode(node.Left, code + true);
         AssignCode(node.Right, code + false);
     }
 }
Example #29
0
        /// <summary>
        /// Converts this rectangular array of bools into a jagged array, for the purposes
        /// of Data Contract (DC) serialization.
        /// </summary>
        public static BoolCollection Jaggedize_DC(this bool[,] input)
        {
            BoolCollection output = new BoolCollection();

            output.AddRange(new BoolList[input.GetLength(0)].AsEnumerable());
            for (int i = 0; i < input.GetLength(0); i++)
            {
                output[i] = new BoolList();
                output[i].AddRange(new bool[input.GetLength(1)].AsEnumerable());
                for (int j = 0; j < input.GetLength(1); j++)
                {
                    output[i][j] = input[i, j];
                }
            }
            return(output);
        }
 void SyncStates(string id, BoolList boolList, Dictionary <string, BoolList> boolLists)
 {
     if (boolLists.ContainsKey(id))
     {
         var list = boolLists[id];
         boolList.BeginUpdate();
         if (list.GetKeys().FirstOrDefault() != null)
         {
             boolList.Clear();
             foreach (var key in list.GetKeys())
             {
                 boolList.SetItemValue(key, list[key]);
             }
         }
         boolList.EndUpdate();
     }
 }
Example #31
0
 public abstract Frame NewFrame(Temp.Label name, BoolList formals);
Example #32
0
 public BoolList(bool head, BoolList tail)
 {
     Head = head;
     Tail = tail;
 }
Example #33
0
 public Level(Level p, Label n, BoolList f, bool std)
 {
     Parent = p;
     Frame = p.Frame.NewFrame(n, f);
     Formals = null;
     AccessList ptr = null;
     for (Frame.AccessList al = Frame.Formals; al != null; al = al.Tail)
     {
         if (Formals == null)
             ptr = Formals = new AccessList(new Access(this, al.Head), null);
         else
             ptr = ptr.Tail = new AccessList(new Access(this, al.Head), null);
     }
 }
Example #34
0
        private void UpdateViewState()
        {
            ProdOrder currentOrder = (ProdOrder)View.CurrentObject;

            BoolList boolList = new BoolList(false);
            calcProdOrder.Enabled["True"] = false ;
            startProdOrder.Enabled["True"] = false;
            finishProdOrder.Enabled["True"] = false;
            endProdOrder.Enabled["True"] = false;
            cancelProdOrder.Active["Visible"] = SecurityHelper.IsAdministrator();

            if (currentOrder != null)
            {
                base.ReadOnlyView(true);
                base.RemoveDeleteButton(true);

                switch (currentOrder.OrderStatus)
                {
                    case ProdOrder.ProdOrderStatus.Waiting:
                        //calcProdOrder.Enabled["True"] = true;
                        startProdOrder.Enabled["True"] = true;
                        base.RemoveDeleteButton(false);
                        base.ReadOnlyView(false);
                        break;
                    case ProdOrder.ProdOrderStatus.Calculated:
                        //calcProdOrder.Enabled["True"] = true;
                        startProdOrder.Enabled["True"] = true;
                        break;
                    case ProdOrder.ProdOrderStatus.Active:
                        startProdOrder.Enabled["True"] = true;
                        finishProdOrder.Enabled["True"] = true;
                        endProdOrder.Enabled["True"] = true;
                        break;
                    case ProdOrder.ProdOrderStatus.Cancel :
                        base.ReadOnlyView(true);
                        break;
                    case ProdOrder.ProdOrderStatus.Complete:

                        break;
                }

                endProdOrder.Enabled["True"] = SecurityHelper.IsAdministrator();
            }
        }