private void UpdateBSView(BusinessSystem bs) { TitleTextbox.Text = bs.Title; VisionTextbox.Text = bs.Vision; MissionTextbox.Text = bs.Mission; GlobalGoalTextbox.Text = bs.GlobalGoal; }
protected override EventResult OnStage(EventStage currentStage) { string potionNameLower = mPotionType.GetName().ToLower(); switch (currentStage) { case EventStage.START: EventState.currentEventText = "A familiar woman approaches the counter."; EventState.currentEventOptions = EventState.CONTINUE_OPTION; mCurrentOptionOutcomes = new EventStage[] { EventStage.DECIDE }; return(EventResult.CONTINUE); case EventStage.DECIDE: EventState.currentEventText = "A familiar woman approaches the counter."; if (mHasPotion) { EventState.currentEventText = string.Format("\"Hi! I was in here last season looking for a {0} potion. Do you have any now?\"", potionNameLower); EventState.currentEventOptions = new string[] { string.Format("Sell her a {0} potion", potionNameLower), "Say no" }; mCurrentOptionOutcomes = new EventStage[] { EventStage.ACCEPT, EventStage.REFUSE }; } else { EventState.currentEventText = string.Format("\"Hi, I was in here last season looking for a {0} potion, and you told me to return. I still don't see any, though.\"", potionNameLower); EventState.currentEventOptions = new string[] { "Apologize" }; mCurrentOptionOutcomes = new EventStage[] { EventStage.UNABLE }; } return(EventResult.CONTINUE); case EventStage.ACCEPT: EventState.currentEventText = "She thanks you and pays for her potion."; EventState.currentEventOptions = EventState.OK_OPTION; GameData.singleton.storePopularity *= 1.1f; BusinessSystem.SellProduct((int)mPotionType); break; case EventStage.REFUSE: EventState.currentEventText = "The woman is visibly annoyed. She leaves briskly."; EventState.currentEventOptions = EventState.OK_OPTION; GameData.singleton.storePopularity *= 0.85f; EventState.currentEventText = "\"Oh okay, I'll try again next season. Thanks!\" the woman says as she leaves."; break; case EventStage.UNABLE: EventState.currentEventText = "She looks disappointed as she leaves the store empty-handed."; EventState.currentEventOptions = EventState.OK_OPTION; GameData.singleton.storePopularity *= 0.9f; break; } return(EventResult.DONE); }
private void menuFileCreate_Click(object sender, RoutedEventArgs e) { var windowBS = new BusinessSystemEditWindow(); if (windowBS.ShowDialog() == true) { currentBS = windowBS.BusinessSystem; UpdateBSView(currentBS); EnableUIElements(); } }
private void OnBuildCompleted(Furniture furnitrue) { arrangedChairs = OwnerFloor.GetFurnitures <Chair>(); OwnerFloor.onFurnitureListUpdate.AddListener(OnFurnitureListUpdate); ownerFloorBusinessSystem = OwnerFloor.GetComponent <BusinessSystem>(); GameMode.Instance.onBusinessModeStarted.AddListener(StartSpawnCustomer); GameMode.Instance.onBusinessTimeOvered.AddListener(StopSpawnCustomer); customers = Resources.LoadAll <GameObject>("NPC/Customer"); }
/// <summary> /// /// </summary> /// <param name="cache"></param> /// <summary> </summary> protected override void ConfigLoadAfter(IPluginConfig pluginConfig) { PolicyPrivilegeManageConfig policyPrivilegeConfig = pluginConfig as PolicyPrivilegeManageConfig; PrivilegeManageManager.Init(policyPrivilegeConfig.DbConfig); base.ConfigLoadAfter(pluginConfig); businessSystem = IocUnity.Get<BusinessSystem>(); businessUser = IocUnity.Get<BusinessUser>(); businessRole = IocUnity.Get<BusinessRole>(); businessPrivilege = IocUnity.Get<BusinessPrivilege>(); businessOrganization = IocUnity.Get<BusinessOrganization>(); businessItem = IocUnity.Get<BusinessItem>(); }
private void OkButton_Click(object sender, RoutedEventArgs e) { BusinessSystem newBS = new BusinessSystem(); newBS.Title = TitleTextbox.Text; newBS.Vision = VisionTextbox.Text; newBS.Mission = MissionTextbox.Text; newBS.GlobalGoal = GlobalGoalTextbox.Text; BusinessSystem = newBS; DialogResult = true; Close(); }
static void Main(string[] args) { var bs = new BusinessSystem(); bs.Title = "title"; bs.Mission = "mission"; bs.KeyAreas = new List <string>() { "sd", "ds" }; bs.GlobalGoal = "sd"; bs.Vision = " vision"; Data.DataHelper.SerializeBS(bs, "this"); var newbs = DataHelper.DeserializeBS("this"); Console.WriteLine(newbs.Title); Console.WriteLine(newbs.Vision); Console.ReadLine(); }
private void menuFileLoad_Click(object sender, RoutedEventArgs e) { OpenFileDialog openFileDialog = new OpenFileDialog(); openFileDialog.Filter = "Business system (*.bs)|*.bs|All files (*.*)|*.*"; if (openFileDialog.ShowDialog() == true) { currentBSfullPath = openFileDialog.FileName; try { currentBS = DataHelper.DeserializeBS(currentBSfullPath); } catch (Exception ex) { MessageBox.Show("Loading was unsuccessful."); MessageBox.Show(ex.Message); return; } UpdateBSView(currentBS); EnableUIElements(); } }
public BusinessSystemEditWindow(BusinessSystem bs) { InitializeComponent(); UpdateBSView(bs); }
protected override EventResult OnStage(EventStage currentStage) { switch (currentStage) { case EventStage.START: EventState.currentEventImage = "faceWifeHappy"; EventState.currentEventText = "\"Hello again!\""; EventState.currentEventOptions = new string[] { "Welcome back!" }; mCurrentOptionOutcomes = new EventStage[] { EventStage.S1 }; break; case EventStage.S1: EventState.currentEventImage = "faceWifeNeutral"; EventState.currentEventText = "\"Thanks for letting me observe your peacock last time. I was writing a paper on the species, and seeing it was really helpful.\""; EventState.currentEventOptions = EventState.CONTINUE_OPTION; mCurrentOptionOutcomes = new EventStage[] { EventStage.S2 }; break; case EventStage.S2: EventState.currentEventImage = "faceWifeNeutral"; EventState.currentEventText = "\"Would you like to go out for tea after work?\""; EventState.currentEventOptions = new string[] { "Sure!", "No thanks, I'm too busy." }; mCurrentOptionOutcomes = new EventStage[] { EventStage.ACCEPT, EventStage.REFUSE }; break; case EventStage.ACCEPT: EventState.currentEventImage = "faceWifeHappy"; GameData.singleton.wifeRelationship += 10f; EventState.currentEventText = "\"Awesome, I know a great place!\"\n<i>She runs off in excitement</i>"; EventState.currentEventOptions = EventState.OK_OPTION; EventState.PushEvent(new WifeEventGrowClose(), GameData.singleton.quarter + 2); // schedule another event for next quarter return(EventResult.DONE); case EventStage.REFUSE: EventState.currentEventImage = "faceWifeSad"; EventState.currentEventText = "\"Aw, okay.\nOn an unrelated note, do you sell love potions?\""; if (GameData.singleton.potionsOwned[(int)PotionType.PT_LOVE_POTION] > 0) { EventState.currentEventOptions = new string[] { "Yes" }; mCurrentOptionOutcomes = new EventStage[] { EventStage.HAS_POTION }; } else { EventState.currentEventOptions = new string[] { "\"Yes, but we don't have any right now\"" }; mCurrentOptionOutcomes = new EventStage[] { EventStage.NO_POTION }; } break; case EventStage.HAS_POTION: EventState.currentEventImage = "faceWifeNeutral"; GameData.singleton.wifeRelationship += 1f; EventState.currentEventText = "\"I'll buy one love potion then!\"\n<i>She pays the price and heads out.</i>"; BusinessSystem.SellProduct((int)PotionType.PT_LOVE_POTION); EventState.currentEventOptions = EventState.OK_OPTION; EventState.PushEvent(new WifeEventLovePotion(), GameData.singleton.quarter + 1); // schedule another event for next quarter return(EventResult.DONE); case EventStage.NO_POTION: EventState.currentEventImage = "faceWifeNeutral"; EventState.currentEventText = "\"Alright. Well, I'll be around.\""; EventState.currentEventOptions = EventState.OK_OPTION; EventState.PushEvent(new WifeEventLovePotion(), GameData.singleton.quarter + 1); // schedule another event for next quarter return(EventResult.DONE); } return(EventResult.CONTINUE); }
public GoalWindow(BusinessSystem businessSystem) { InitializeComponent(); currentBS = businessSystem; dataGridGoalsTable.ItemsSource = Goals; }