private void Update() { if (current_lock_time > 0) { current_lock_time -= Time.deltaTime; float red_tint = current_lock_time / fail_lock_time; display_text_object.SetRedTint(red_tint); display_text_object.SetText("Error!"); } else { display_text_object.SetText("Type"); } }
public override void WillActivate() { base.WillActivate(); var hour = DateTime.Now.Hour; var display = "zzzz"; if (hour < 6) { // zzz } else if (hour < 10) { display = "Breakfast time"; } else if (hour < 16) { display = "Lunch time"; } else if (hour < 21) { display = "Dinner time"; } else if (hour < 23) { display = "Bed time"; } var localizedDisplay = NSBundle.MainBundle.LocalizedString(display, comment: "greeting"); DisplayText.SetText(localizedDisplay); try { // "*****@*****.**" is located in the Watch Extension // multiple times: once for each language .lproj directory using (var image = UIImage.FromBundle("language")) { // DisplayImage.SetImage(image); } } catch (Exception ex) { DisplayText.SetText("Exception: " + ex.Message); } // easiest way to format date and/or time var localizedDateTime = NSDateFormatter.ToLocalizedString (NSDate.Now, NSDateFormatterStyle.Long, NSDateFormatterStyle.Short); DisplayTime.SetText(localizedDateTime); // long way of date or time formatting // var formatter = new NSDateFormatter (); // formatter.DateStyle = NSDateFormatterStyle.Medium; // formatter.TimeStyle = NSDateFormatterStyle.Long; // formatter.Locale = NSLocale.CurrentLocale; // var localizedDateTime = formatter.StringFor (NSDate.Now); }
///// <summary> ///// 根据内容大小类型,进行加工 ///// </summary> ///// <param name="go_display"></param> ///// <param name="SizeType"></param> //private void ModifyBySizeType(DisplayText go_display, TextDisplaySizeType SizeType) //{ // switch (SizeType) // { // case TextDisplaySizeType.Small: go_display.ChangeFontSize( 75); break; // case TextDisplaySizeType.Middle: go_display.ChangeFontSize(105); break; // case TextDisplaySizeType.Large: go_display.ChangeFontSize(190); break; // case TextDisplaySizeType.Critical: go_display.ChangeFontSize(315); break; // } //} private void ModifySymble(DisplayText displayText, string text, TextDisplayStyleType StyleType) { if (StyleType == TextDisplayStyleType.Recover) { text = "+" + text; } else { text = "-" + text; } displayText.SetText(text); }
private void OnButtonPressedEvent(object sender, ButtonPressedEventArgs e) { try { _console.OutputEvent("OnButtonPressedEvent: " + e.Button); var displayText = new DisplayText(); displayText.SetText(3, "B: " + e.Button, DisplayText.FontSize.Normal); e.Confirm(displayText, true); } catch (Exception exception) { _console.OutputError(exception); } }
private void OnScanEvent(object sender, ScanEventArgs e) { try { _console.OutputEvent("OnScanEvent: " + e.Data); var displayText = new DisplayText(); displayText.SetText(2, "S: " + e.Data, DisplayText.FontSize.Normal); e.Confirm(displayText, true); } catch (Exception exception) { _console.OutputError(exception); } }
public void DisplayHitText(string hitText, int fontSize) { if (textNormalPrefab == null) { textNormalPrefab = Resources.Load <DisplayText>("HitEffect/HitText/HitTextNormal"); } GameObject textObj = Instantiate(textNormalPrefab.gameObject); float randomValue = 0.4f; float randomX = Random.Range(-randomValue, randomValue); float randomY = Random.Range(-randomValue, randomValue); float randomZ = Random.Range(-randomValue, randomValue); Vector3 randomPos = new Vector3(randomX, randomY, randomZ) + (lookCameraTransform.up) + (vecToCamera.normalized * randomValue * 2); textObj.transform.position = displayer.transform.position + randomPos; DisplayText textComp = textObj.GetComponent <DisplayText>(); textComp.SetText("<size=" + fontSize + ">" + hitText + "</size>"); }
public override void Invoke(string[] param) { var row = QueryParam("Row", param, new Dictionary <int, string> { { 0, "0" }, { 1, "1" }, { 2, "2" }, { 3, "3" }, { 4, "4" }, { 5, "5" }, }); var text = QueryParam <string>("Text", param); var font = QueryParam <DisplayText.FontSize>("Font", param); var dt = new DisplayText(); dt.SetText(row, text, font); _text.WriteText(dt); }
private void _on_PhaseChanged(string newPhase, string oldPhase) { var directionDice = _diceManager.GetDirectionDice(); switch (newPhase) { case nameof(GamePhase.GAME_START): _displayText.SetText("[center]Game START![/center]"); _displayText.Display(nameof(GamePhase.GAME_START)); break; case nameof(GamePhase.ZOMBIE_START): //directionDice.Position = new Vector2(1029.8f, 396.239f); directionDice.ShowDice(); _displayText.SetText("[center]Zombie Player, Roll a Dice.[/center]"); _displayText.Display(); break; case nameof(GamePhase.PLAYERS_START): _displayText.SetText("[center]Human Player, Set your spawn location.[/center]"); _displayText.Display(); break; case nameof(GamePhase.ROUND_START): _roundNumber += 1; _displayText.SetText($"[center]Round {_roundNumber} Start![/center]"); _displayText.Display(nameof(GamePhase.ROUND_START), 1000); SpawnQueue.HideWindow(); _spawnPointManager.Hide(); break; case nameof(GamePhase.HUMAN_PLAYER_START): var playerName = ((PlayerNumber)_currentPlayersTurn).ToString(); _displayText.SetText($"[center]{playerName} Turn. Survive![/center]"); _displayText.Display(); _playerManager.StartPlayerUnitsTurn(_currentPlayersTurn); break; case nameof(GamePhase.ZOMBIE_PLAYER_START): _displayText.SetText($"[center]Z's Turn. Get them![/center]"); _displayText.Display(); _playerManager.StartPlayerUnitsTurn(_currentPlayersTurn); break; case nameof(GamePhase.ROUND_END): if (_playerManager.CanCreateAdditionalCharacter((int)PlayerNumber.Zombie)) { _displayText.SetText($"Player Z, Let's add minions."); _displayText.Display(); directionDice.ShowDice(); } else { _displayText.SetText($"You are already strong enough Player Z, no more minions for you."); _displayText.Display(nameof(GamePhase.ROUND_START)); } break; } }