/// <summary>
        /// Performs the command on the given block.
        /// </summary>
        /// <param name="context"></param>
        /// <param name="block">The block to perform the action on.</param>
        /// <param name="project">The project that contains the current state.</param>
        protected override void Do(
			BlockCommandContext context,
			Block block)
        {
            // Save the previous text so we can undo it.
            previousText = block.Text;

            // Figure out what the new text string would be.
            int textIndex = new CharacterPosition(TextIndex).GetCharacterIndex(
                block.Text);
            string newText = block.Text.Insert(textIndex, Text);

            // Set the new text into the block. This will fire various events to
            // trigger the immediate and background processing.
            block.SetText(newText);

            // After we insert text, we need to give the immediate editor plugins a
            // chance to made any alterations to the output.
            block.Project.Plugins.ProcessImmediateEdits(
                context, block, textIndex + Text.Length);

            // Set the new position in the buffer.
            if (UpdateTextPosition.HasFlag(DoTypes.Do))
            {
                context.Position = new BlockPosition(BlockKey, textIndex + Text.Length);
            }
        }
        public DeleteTextCommand(
			BlockPosition begin,
			CharacterPosition end)
            : base(begin)
        {
            End = end;
        }
 public GhostCharacter(GameBoard Board, Point CurrentLocation, int Width, int Height, Color CharacterColor)
     : base(Board, CurrentLocation, Width, Height)
 {
     _ghostColor = CharacterColor;
     _currentCharacterPosition = CharacterPosition.LegsOut;
     _currentInvincibility = CharacterInvincibility.Invincible;
     _rnd = new Random(CharacterColor.R + CharacterColor.G + CharacterColor.B);
     _board = Board;
 }
        public void EndNormalize()
        {
            // Arrange
            const string      input    = "one one one one";
            CharacterPosition position = CharacterPosition.End;

            // Act
            int results = position.GetCharacterIndex(input);

            // Assert
            Assert.AreEqual(input.Length, results);
        }
        public void BeginningNormalize()
        {
            // Arrange
            const string input    = "one one one one";
            var          position = new CharacterPosition(0);

            // Act
            int results = position.GetCharacterIndex(input);

            // Assert
            Assert.AreEqual(0, results);
        }
        public void NumericEndNormalize()
        {
            // Arrange
            const string input    = "one one one one";
            var          position = new CharacterPosition(input.Length);

            // Act
            int results = position.GetCharacterIndex(input);

            // Assert
            Assert.AreEqual(input.Length, results);
        }
Example #7
0
 public InsertTextFromBlock(
     BlockPosition destinationPosition,
     BlockKey sourceBlockKey,
     CharacterPosition characterBegin,
     CharacterPosition characterEnd)
     : base(destinationPosition.BlockKey)
 {
     DestinationPosition = destinationPosition;
     SourceBlockKey      = sourceBlockKey;
     CharacterBegin      = characterBegin;
     CharacterEnd        = characterEnd;
 }
        public void LeftWordNormalizeInBegin()
        {
            // Arrange
            const string      input    = "one one one one";
            CharacterPosition position = CharacterPosition.Word;

            CharacterPosition.DefaultWordTokenizer = new OffsetWordTokenizer();

            // Act
            Assert.Throws <IndexOutOfRangeException>(
                () => position.GetCharacterIndex(input, 0, WordSearchDirection.Left));
        }
Example #9
0
 // Update is called once per frame
 void Update()
 {
     if (!isLocalPlayer)
     {
         return;
     }
     CmdUpdateAction(playerController.getCurrentAction());
     CmdUpdatePosition(playerController.getCurrentPosition());
     characterAction   = playerController.getCurrentAction();
     characterPosition = playerController.getCurrentPosition();
     print(playerController.getCurrentAction());
 }
        public void LeftWordNormalizeInNearBegin()
        {
            // Arrange
            const string      input    = "one one one one";
            CharacterPosition position = CharacterPosition.Word;

            CharacterPosition.DefaultWordTokenizer = new OffsetWordTokenizer();

            // Act
            int results = position.GetCharacterIndex(input, 3, WordSearchDirection.Left);

            // Assert
            Assert.AreEqual(0, results);
        }
        public void RightWordNormalizeInMiddle()
        {
            // Arrange
            const string      input    = "one one one one";
            CharacterPosition position = CharacterPosition.Word;

            CharacterPosition.DefaultWordTokenizer = new OffsetWordTokenizer();

            // Act
            int results = position.GetCharacterIndex(
                input, 10, WordSearchDirection.Right);

            // Assert
            Assert.AreEqual(15, results);
        }
 void MovementPlay()
 {
     if (_replay.Count == 0)
     {
         Logger.Info($"Movement is 0"); Replay = false; return;
     }
     position = _replay[0].CharacterPosition;
     if (_replay.Count >= 2)
     {
         targetPosition = _replay[1].CharacterPosition;
     }
     update             = 0f;
     transform.position = new Vector3(2f, 0f, 2.5f);
     _replay.RemoveAt(0);
 }
        public void CharacterAtPostion_should_ReturnValidResults()
        {
            CharacterPosition.GetCharacter(0).ShouldEqual('0');

            CharacterPosition.GetCharacter(11).ShouldEqual('0');

            CharacterPosition.GetCharacter(1).ShouldEqual('1');

            CharacterPosition.GetCharacter(24).ShouldEqual('1');

            CharacterPosition.GetCharacter(33).ShouldEqual('1');

            CharacterPosition.GetCharacter(23).ShouldEqual('6');

            CharacterPosition.GetCharacter(9999).ShouldEqual('7');
        }
Example #14
0
    void setImage(Texture image, CharacterPosition p)
    {
        switch (p)
        {
        case CharacterPosition.Left:
            Left.content.image = image;
            break;

        case CharacterPosition.Right:
            Right.content.image = image;
            break;

        default:
            break;
        }
    }
 void Update()
 {
     update += Time.deltaTime * UPDATE_INTERVAL;
     if (update > 1.0f)
     {
         update = 1f;
     }
     interpPosition = new CharacterPosition
     {
         position_head      = Vector3.Lerp(position.position_head, targetPosition.position_head, update),
         position_leftHand  = Vector3.Lerp(position.position_leftHand, targetPosition.position_leftHand, update),
         position_rightHand = Vector3.Lerp(position.position_rightHand, targetPosition.position_rightHand, update),
         rotation_head      = Quaternion.Lerp(position.rotation_head, targetPosition.rotation_head, update),
         rotation_leftHand  = Quaternion.Lerp(position.rotation_leftHand, targetPosition.rotation_leftHand, update),
         rotation_rightHand = Quaternion.Lerp(position.rotation_rightHand, targetPosition.rotation_rightHand, update),
     };
 }
        private static bool TryGetLastSystemFromFile(string curFile, out CharacterPosition lastSystem)
        {
            var lines = File.ReadLines(curFile)
                        .Reverse();

            foreach (var curLine in lines)
            {
                CharacterPosition system;
                if (TryGetPositionFromLine(curLine, out system))
                {
                    lastSystem = system;
                    return(true);
                }
            }
            lastSystem = null;
            return(false);
        }
 public MyCharacterController(CharacterType _type)
 {
     if (_type == CharacterType.Priest)
     {
         character      = Object.Instantiate(Resources.Load("Perfabs/Priest", typeof(GameObject)), Vector3.zero, Quaternion.identity, null) as GameObject;
         character.name = "priest";
         type           = _type;
     }
     else
     {
         character      = Object.Instantiate(Resources.Load("Perfabs/Devil", typeof(GameObject)), Vector3.zero, Quaternion.identity, null) as GameObject;
         character.name = "devil";
         type           = _type;
     }
     clickGui = character.AddComponent(typeof(ClickGui)) as ClickGui;
     clickGui.setController(this);
     pos = CharacterPosition.From;
 }
Example #18
0
    public void ShowCharacter(CharacterName name, CharacterPosition position, CharacterMood mood)
    {
        var character = _characters.FirstOrDefault(x => x.Name == name);

        if (character == null)
        {
            var characterObject = Instantiate(_characterPrefab, gameObject.transform, false);
            character = characterObject.GetComponent <Character>();

            _characters.Add(character);
        }
        else if (character.IsShowing)
        {
            Debug.LogWarning($"Failed to show character {name}. Character already showing");
            return;
        }

        character.Init(name, position, mood, GetMoodSetForCharacter(name));
    }
Example #19
0
        public static void RightWord(EditorViewController controller)
        {
            // Pull out some useful variables.
            IDisplayContext displayContext = controller.DisplayContext;
            LineBuffer      buffer         = displayContext.LineBuffer;
            LineBuffer      lineBuffer     = displayContext.LineBuffer;

            // Pull out the line and chracter positions from where we're starting.
            TextPosition      position          = displayContext.Caret.Position;
            LinePosition      linePosition      = position.LinePosition;
            int               lineIndex         = linePosition.GetLineIndex(buffer);
            string            lineText          = buffer.GetLineText(lineIndex);
            CharacterPosition wordPosition      = CharacterPosition.Word;
            CharacterPosition characterPosition = position.CharacterPosition;
            int               characterIndex    = characterPosition.GetCharacterIndex(lineText);

            // If we are at the beginning of the line, we need to move to the
            // previous line.
            if (characterIndex == lineText.Length)
            {
                // If we are at the last line, we don't do anything.
                if (lineIndex == lineBuffer.LineCount - 1)
                {
                    return;
                }

                // Move to the end of the previous line.
                linePosition      = new LinePosition(lineIndex + 1);
                characterPosition = CharacterPosition.Begin;
            }
            else
            {
                // Move to the previous left word.
                int rightCharacterIndex = wordPosition.GetCharacterIndex(
                    lineText, characterPosition, WordSearchDirection.Right);
                characterPosition = new CharacterPosition(rightCharacterIndex);
            }

            // Cause the text editor to redraw itself.
            var caretPosition = new TextPosition(linePosition, characterPosition);

            displayContext.ScrollToCaret(caretPosition);
        }
        public override void Do(OperationContext state)
        {
            // Figure out the indexes in the source line we'll be using to
            // pull out a substring.
            string sourceLine = state.LineBuffer.GetLineText(
                SourceRange.LinePosition, LineContexts.Unformatted);
            int sourceBegin =
                SourceRange.BeginCharacterPosition.GetCharacterIndex(
                    sourceLine, SourceRange.EndCharacterPosition, WordSearchDirection.Left);
            int sourceEnd = SourceRange.EndCharacterPosition.GetCharacterIndex(
                sourceLine, SourceRange.BeginCharacterPosition, WordSearchDirection.Right);

            // Grab the text from the source line. If the source begin is at the
            // end of the string, then our source will always be a blank line.
            // Otherwise, it will be a portion of that source line.
            sourceLength = sourceEnd - sourceBegin;

            string sourceText = sourceLine.Substring(sourceBegin, sourceLength);

            // Insert the text from the source line into the destination.
            string destinationLine =
                state.LineBuffer.GetLineText(
                    DestinationPosition.LinePosition, LineContexts.Unformatted);
            var buffer         = new StringBuilder(destinationLine);
            int characterIndex =
                DestinationPosition.CharacterPosition.GetCharacterIndex(destinationLine);

            buffer.Insert(characterIndex, sourceText);

            // Save the source text length so we can delete it.
            originalCharacterIndex = characterIndex;
            originalPosition       = state.Position;

            // Set the line in the buffer.
            var characterPosition = new CharacterPosition(characterIndex);
            var bufferPosition    = new TextPosition(
                DestinationPosition.LinePosition, characterPosition);

            destinationLine = buffer.ToString();
            state.LineBuffer.SetText(DestinationPosition.LinePosition, destinationLine);
            state.Results = new LineBufferOperationResults(bufferPosition);
        }
        public override sealed void Move()
        {
            try
            {
                // Increment frame
                _frame ++;
                if (_frame > 4)
                {
                    _frame = 1;
                    if (_currentCharacterPosition == CharacterPosition.LegsOut)
                        _currentCharacterPosition = CharacterPosition.LegsIn;
                    else
                        _currentCharacterPosition = CharacterPosition.LegsOut;
                }

                // Tunnel
                if (_currentLocation.X == 448)
                    _currentLocation.X = 0;
                else if (_currentLocation.X == 0)
                    _currentLocation.X = 448;

                ArrayList pts = GetNextPossibleCoordinates(_direction, _currentLocation);
                int iSelected = _rnd.Next(1, pts.Count +1);
                Point SelectedPoint = (Point) pts[iSelected -1];

                if (_currentLocation.Y < SelectedPoint.Y)
                    _direction = CharacterDirection.Down;
                else if (_currentLocation.X < SelectedPoint.X)
                    _direction = CharacterDirection.Right;
                else if (_currentLocation.X > SelectedPoint.X)
                    _direction = CharacterDirection.Left;
                else if (_currentLocation.Y > SelectedPoint.Y)
                    _direction = CharacterDirection.Up;

                MoveToEndPoint(_direction, GetDestinationCoordinate(_direction, _currentLocation));
            }
            catch (Exception expMove)
            {
                System.Diagnostics.Debug.WriteLine(expMove.Message);
            }
        }
Example #22
0
        public async Task <ActionResult <Map> > AddToMap(int mapId, int characterId)
        {
            var map = await db.Maps.Where(p => p.Id == mapId).Include(p => p.CharacterPositions).ThenInclude(p => p.Character).SingleOrDefaultAsync();

            if (map != null)
            {
                if (map.CharacterPositions.Any(p2 => p2.Character.Id == characterId))
                {
                    return(Ok(map));
                }
                var cp = new CharacterPosition
                {
                    Map       = map,
                    Character = await db.Characters.FindAsync(characterId)
                };
                db.Entry(cp).State = EntityState.Added;
                await db.SaveChangesAsync();

                return(await Refresh(mapId));
            }
            return(NotFound());
        }
Example #23
0
        public override void Do(OperationContext state)
        {
            // Grab the line from the line buffer.
            int lineIndex =
                TextRange.LinePosition.GetLineIndex(state.LineBuffer.LineCount);
            string lineText = state.LineBuffer.GetLineText(
                lineIndex, LineContexts.Unformatted);
            var buffer = new StringBuilder(lineText);

            // Normalize the character ranges.
            int firstCharacterIndex;
            int lastCharacterIndex;

            TextRange.GetFirstAndLastCharacterIndices(
                lineText, out firstCharacterIndex, out lastCharacterIndex);
            beginCharacterIndex = firstCharacterIndex;

            int length = lastCharacterIndex - firstCharacterIndex;

            // Remove the text from the string, but save it so we can restore it.
            originalText = lineText.Substring(firstCharacterIndex, length);

            buffer.Remove(firstCharacterIndex, length);

            // Set the line in the buffer.
            lineText = buffer.ToString();
            state.LineBuffer.SetText(lineIndex, lineText);

            // If we are updating the position, we need to do it here.
            if (UpdateTextPosition.HasFlag(DoTypes.Do))
            {
                var firstCharacterPosition = new CharacterPosition(firstCharacterIndex);
                var firstTextPosition      = new TextPosition(
                    TextRange.LinePosition, firstCharacterPosition);
                originalPosition = state.Position;
                state.Results    = new LineBufferOperationResults(firstTextPosition);
            }
        }
Example #24
0
 public void CmdUpdatePosition(CharacterPosition position)
 {
     characterPosition = position;
     print(netId + " in " + position);
 }
Example #25
0
        public XF(Stream input)
        {
            using (var br = new BinaryReaderX(input, true))
            {
                // Load archive
                _xpck = new XPCK.XPCK(input);

                // Get image
                _xi = new IMGC.IMGC(_xpck.Files[0].FileData);

                // Decompress fnt.bin
                XfCharSizeInfo[] tempCharSizeInfo;
                XfCharMap[]      largeChars;
                XfCharMap[]      smallChars;
                using (var fntR = new BinaryReaderX(_xpck.Files[1].FileData, true))
                {
                    Header = fntR.ReadType <XfHeader>();

                    fntR.BaseStream.Position = Header.table0Offset << 2;
                    _t0Comp = (CompressionMethod)(fntR.ReadInt32() & 0x7);
                    fntR.BaseStream.Position -= 4;
                    var compBr = new BinaryReaderX(new MemoryStream(Compressor.Decompress(fntR.BaseStream)));
                    tempCharSizeInfo = compBr.ReadMultiple <XfCharSizeInfo>(Header.table0EntryCount).ToArray();

                    fntR.BaseStream.Position = Header.table1Offset << 2;
                    _t1Comp = (CompressionMethod)(fntR.ReadInt32() & 0x7);
                    fntR.BaseStream.Position -= 4;
                    compBr     = new BinaryReaderX(new MemoryStream(Compressor.Decompress(fntR.BaseStream)));
                    largeChars = compBr.ReadMultiple <XfCharMap>(Header.table1EntryCount).ToArray();

                    fntR.BaseStream.Position = Header.table2Offset << 2;
                    _t2Comp = (CompressionMethod)(fntR.ReadInt32() & 0x7);
                    fntR.BaseStream.Position -= 4;
                    compBr     = new BinaryReaderX(new MemoryStream(Compressor.Decompress(fntR.BaseStream)));
                    smallChars = compBr.ReadMultiple <XfCharMap>(Header.table2EntryCount).ToArray();
                }

                // Set Characters
                Characters = new List <FontCharacter2>(largeChars.Length);
                foreach (var charMap in largeChars)
                {
                    var glyph = GetGlyphBitmap(charMap, tempCharSizeInfo[charMap.charInformation.charSizeInfoIndex]);

                    var characterPosition = new CharacterPosition(
                        tempCharSizeInfo[charMap.charInformation.charSizeInfoIndex].offsetY,
                        tempCharSizeInfo[charMap.charInformation.charSizeInfoIndex].offsetX);
                    var characterInfo = new CharacterInfo(charMap.charInformation.charWidth, characterPosition);
                    Characters.Add(new FontCharacter2(charMap.codePoint, glyph, characterInfo));
                }

                /*foreach (var charMap in smallChars)
                 *  Characters.Add(new XfCharacter
                 *  {
                 *      Character = charMap.code_point,
                 *      TextureID = (int)charMap.ColorChannel,
                 *      GlyphX = (int)charMap.ImageOffsetX,
                 *      GlyphY = (int)charMap.ImageOffsetY,
                 *      GlyphWidth = tempCharSizeInfo[(int)charMap.CharSizeInfoIndex].glyph_width,
                 *      GlyphHeight = tempCharSizeInfo[(int)charMap.CharSizeInfoIndex].glyph_height,
                 *      CharacterWidth = (int)charMap.CharWidth,
                 *      OffsetX = tempCharSizeInfo[(int)charMap.CharSizeInfoIndex].offset_x,
                 *      OffsetY = tempCharSizeInfo[(int)charMap.CharSizeInfoIndex].offset_y,
                 *  });*/
            }
        }
 public BlockPosition(
     Block block,
     CharacterPosition textIndex)
     : this(block.BlockKey, textIndex)
 {
 }
Example #27
0
 public void getOnBoat(GameObject boat, Vector3 _pos)
 {
     character.transform.parent = boat.transform;
     move.setDest(_pos);
     pos = CharacterPosition.Boat;
 }
        public static bool ContainsLine(
            this TextRange textRange,
            LineBuffer lineBuffer,
            int lineIndex,
            out CharacterPosition beginCharacterPosition,
            out CharacterPosition endCharacterPosition)
        {
            // If this is a single line, short cut the processing.
            TextPosition firstTextPosition = textRange.FirstTextPosition;
            TextPosition lastTextPosition  = textRange.LastTextPosition;

            int firstLineIndex = firstTextPosition.LinePosition.GetLineIndex(lineBuffer);

            if (textRange.IsSameLine)
            {
                if (firstLineIndex == lineIndex)
                {
                    beginCharacterPosition = firstTextPosition.CharacterPosition;
                    endCharacterPosition   = lastTextPosition.CharacterPosition;
                    return(true);
                }

                beginCharacterPosition = CharacterPosition.Begin;
                endCharacterPosition   = CharacterPosition.End;
                return(false);
            }

            // Figure out the line range index and see if the given line is with
            // the range.
            int lastLineIndex = lastTextPosition.LinePosition.GetLineIndex(lineBuffer);

            if (lineIndex < firstLineIndex ||
                lineIndex > lastLineIndex)
            {
                beginCharacterPosition = CharacterPosition.Begin;
                endCharacterPosition   = CharacterPosition.Begin;
                return(false);
            }

            // If the line is the same, we just use the same line.
            if (firstLineIndex == lastLineIndex)
            {
                beginCharacterPosition = firstTextPosition.CharacterPosition;
                endCharacterPosition   = lastTextPosition.CharacterPosition;
                return(true);
            }

            // We have at least one additional line. If we are on the first,
            // then it is everything to the right of the starting.
            if (firstLineIndex == lineIndex)
            {
                beginCharacterPosition = firstTextPosition.CharacterPosition;
                endCharacterPosition   = CharacterPosition.End;
                return(true);
            }

            // If we are on the last line, then it is everything before the index.
            if (lastLineIndex == lineIndex)
            {
                beginCharacterPosition = CharacterPosition.Begin;
                endCharacterPosition   = lastTextPosition.CharacterPosition;
                return(true);
            }

            // In all other cases, it is the entire line.
            beginCharacterPosition = CharacterPosition.Begin;
            endCharacterPosition   = CharacterPosition.End;
            return(true);
        }
Example #29
0
 public DeleteTextCommand(SingleLineTextRange range)
     : base(new TextPosition(range.LinePosition, range.BeginCharacterPosition))
 {
     // DREM ToTextPosition
     End = range.EndCharacterPosition;
 }
 public PacmanCharacter(GameBoard Board, Point CurrentLocation, int Width, int Height)
     : base(Board, CurrentLocation, Width, Height)
 {
     _currentCharacterPosition = CharacterPosition.Closed;
 }
        public override void Draw()
        {
            GUILayout.BeginArea(myRect, Title, Style);
            GUILayout.Space(5);
            GUILayout.BeginHorizontal();
            GUILayout.Space(SpacePixel);
            GUILayout.FlexibleSpace();
            GUILayout.BeginVertical();
            GUILayout.Space(SpacePixel);

            //get all character
            var list = ObjectInfoHelper.GetCharacterNames();

            //set character index if initialize request
            if (Initialize)
            {
                //find origin object
                var origin = AssetDatabase.LoadAssetAtPath(Path, typeof(GameObject)) as GameObject;

                if (origin != null)
                {
                    //set index
                    Index = list.IndexOf(list.Where(c => c == origin.name).FirstOrDefault());
                }
                Initialize = false;
            }

            //choose character
            GUILayout.BeginHorizontal();
            GUILayout.Label("Character", WhiteTxtStyle, GUILayout.Width(LabelWidth));
            Index = EditorGUILayout.Popup(Index, list.ToArray());
            GUILayout.EndHorizontal();

            //find selected character
            string path     = ValueManager.CharaPath + list[Index] + ".prefab";
            var    selected = AssetDatabase.LoadAssetAtPath(path, typeof(GameObject)) as GameObject;

            if (selected != null)
            {
                //set character path
                Path = path;
                //get all sprites name
                var spriteList = selected.GetComponentsInChildren <CharaSpriteSetting>().Select(s => s.name).ToArray();

                //character sprite
                GUILayout.BeginHorizontal();
                GUILayout.Label("Sprite", WhiteTxtStyle, GUILayout.Width(LabelWidth));
                SpriteIndex = EditorGUILayout.Popup(SpriteIndex, spriteList);
                GUILayout.EndHorizontal();

                //select character face if existe
                var faceList = selected.transform.GetChild(SpriteIndex).GetComponentInChildren <CharaFaceSetting>().
                               GetComponentsInChildren <Image>().Select(f => f.name).ToArray();

                if (faceList.Length > 0)
                {
                    //set face index to 0 if has face
                    if (FaceIndex < 0)
                    {
                        FaceIndex = 0;
                    }

                    GUILayout.BeginHorizontal();
                    GUILayout.Label("Face", WhiteTxtStyle, GUILayout.Width(LabelWidth));
                    FaceIndex = EditorGUILayout.Popup(FaceIndex, faceList);
                    GUILayout.EndHorizontal();
                }
                else
                {
                    //no face selected
                    FaceIndex = -1;
                }
            }

            //character postion
            var charaPosList = Enum.GetValues(typeof(CharacterPosition))
                               .Cast <int>()
                               .Select(x => Enum.GetName(typeof(CharacterPosition), x))
                               .ToArray();

            GUILayout.BeginHorizontal();
            GUILayout.Label("Position", WhiteTxtStyle, GUILayout.Width(LabelWidth));
            CharaPos = (CharacterPosition)EditorGUILayout.Popup((int)CharaPos, charaPosList);
            GUILayout.EndHorizontal();

            //custom position
            if (CharaPos == CharacterPosition.Custom)
            {
                if (myRect.height == DefaultRectHeight)
                {
                    myRect.height = DefaultRectHeight + 20;
                }
                CustomPos = EditorGUILayout.Vector2Field("", CustomPos);
            }
            else
            {
                if (myRect.height != DefaultRectHeight)
                {
                    myRect.height = DefaultRectHeight;
                }
            }

            //is wait for character appear
            GUILayout.BeginHorizontal();
            GUILayout.Label("Is wait", WhiteTxtStyle, GUILayout.Width(LabelWidth));
            IsWait = EditorGUILayout.Toggle(IsWait);
            GUILayout.EndHorizontal();

            GUILayout.EndVertical();
            GUILayout.Space(SpacePixel);
            GUILayout.EndHorizontal();
            GUILayout.EndArea();

            InPoint.Draw();
            OutPoint.Draw();

            base.Draw();
        }
Example #32
0
 public bool SelectCharacter(CharacterPosition position)
 {
     bool ok = false;
     try
     {
         Log("SelectCharacter", "ClickCharacter");
         ClickCharacter(position);
         Log("SelectCharacter", "EnterGame");
         EnterGame();
         ok = true;
     }
     catch(Exception ex)
     {
         Log("SelectCharacter", ex.ToString());
         CleanUp();
     }
     Log("SelectCharacter", "Complete");
     return ok;
 }
Example #33
0
 private void ClickCharacter(CharacterPosition position)
 {
     // POINT: left character
     Coordinate left = new Coordinate(
         new StretchedPoint() { X = 0.0970873786407767, Y = 0.650693568726356 });
     // POINT: right character
     Coordinate right = new Coordinate(
         new StretchedPoint() { X = 0.239805825242718, Y = 0.650693568726356 });
     switch(position)
     {
         case CharacterPosition.Left:
         {
             pEveWindow.LeftClick(left);
             pEveWindow.Wait(pStandardWaitTime);
             break;
         }
         case CharacterPosition.Right:
         {
             pEveWindow.LeftClick(right);
             pEveWindow.Wait(pStandardWaitTime);
             break;
         }
     }
 }
        public override sealed void Move()
        {
            base.Move();

            if (_currentCharacterState == CharacterState.Moving) _currentCharacterPosition = GetNextCharacterPosition();
        }
Example #35
0
 public void getOnCoast(GameObject coast, Vector3 _pos, CharacterPosition cpos)
 {
     character.transform.parent = coast.transform;
     move.setDest(_pos);
     pos = cpos;
 }