/// <summary> /// Create a FindInfo object initialized by the given parameters. /// </summary> /// <param name="parentFolder">List children of this folder.</param> /// <param name="inclFolders">Include child folders.</param> /// <param name="inclDocs">Include child documents.</param> /// <returns></returns> protected static FindInfo makeFindInfo(FWFolder parentFolder, bool inclFolders, bool inclDocs) { FindInfo fi = new FindInfo(); FindChildren fc = new FindChildren(); fc.parentId = Convert.ToString(parentFolder.Id); fi.findChildren = fc; if (inclFolders && inclDocs) { // do not need to constrain } else //(inclFolders || inclDocs) { FindByType ft = new FindByType(); ft.typeStructures = inclFolders; ft.typeDocuments = inclDocs; fi.findByType = ft; } //FindOptions fo = new FindOptions(); //fo.sortOrder = SortOrderC.NONE; //fi.findOptions = fo; return(fi); }
public static List <Sord> FindChildren(String objId, IXConnection ixConn, bool references) { Console.WriteLine("FindChildren: objId " + objId, " ixConn " + ixConn); try { ixConn.Ix.checkoutSord(objId, SordC.mbAll, LockC.NO); } catch (Exception) { return(new List <Sord>()); } List <Sord> children = new List <Sord>(); FindInfo findInfo = new FindInfo(); FindChildren findChildren = new FindChildren(); FindByType findByType = new FindByType(); FindByIndex findByIndex = new FindByIndex(); Boolean includeReferences = references; SordZ sordZ = SordC.mbAll; Boolean recursive = true; int level = 3; ObjKey[] objKeys = new ObjKey[] { }; findChildren.parentId = objId; findChildren.mainParent = !includeReferences; findChildren.endLevel = (recursive) ? level : 1; findInfo.findChildren = findChildren; findInfo.findByIndex = findByIndex; FindResult findResult = new FindResult(); try { int idx = 0; findResult = ixConn.Ix.findFirstSords(findInfo, 1000, sordZ); while (true) { for (int i = 0; i < findResult.sords.Length; i++) { children.Add(findResult.sords[i]); } if (!findResult.moreResults) { break; } idx += findResult.sords.Length; findResult = ixConn.Ix.findNextSords(findResult.searchId, idx, 1000, sordZ); } } finally { if (findResult != null) { ixConn.Ix.findClose(findResult.searchId); } } return(children); }
void Start() { instance = this; this.Panel = GameObject.Find("UI Root (2D)").transform.Search("Suit_Upgrade_Panel").gameObject; this.methoddata = InventoryPanelScript.instance.GetType().GetMethod("RepositionInventory", BindingFlags.NonPublic | BindingFlags.Instance); this.Suit_Slot_Colliders = new GameObject[4, 4]; this.Suit_Slots_Blocks = new UISprite[4, 4]; this.Suit_Slots_Highlights = new UISprite[4, 4]; GameObject gameObject = FindChildren.FindChild(this.Panel, "Suit_Slot1_Collider"); gameObject.AddComponent <SuitPanelIconScript>(); UISprite component = FindChildren.FindChild(this.Panel, "Suit_Slot1_Block").GetComponent <UISprite>(); UISprite component2 = FindChildren.FindChild(this.Panel, "Suit_Slot1_Highlight").GetComponent <UISprite>(); UILabel component3 = FindChildren.FindChild(this.Panel, "Suit_Power_Label").GetComponent <UILabel>(); UILabel component6 = FindChildren.FindChild(this.Panel, "Suit_Radius_Label").GetComponent <UILabel>(); component6.gameObject.SetActive(false); this.SuitPowerLabel = component3; this.Suit_Slot_Colliders[0, 0] = gameObject; this.Suit_Slots_Blocks[0, 0] = component; this.Suit_Slots_Highlights[0, 0] = component2; for (int i = 0; i < 4; i++) { for (int j = 0; j < 4; j++) { if (i != 0 || j != 0) { int num = 1 + i + j * 10; Vector3 b = new Vector3((float)(82 * i), (float)(-79 * j), 0f); GameObject gameObject2 = (GameObject)UnityEngine.Object.Instantiate(gameObject, gameObject.transform.position + b, gameObject.transform.rotation); gameObject2.transform.parent = gameObject.transform.parent; gameObject2.transform.localScale = gameObject.transform.localScale; gameObject2.transform.localPosition = gameObject.transform.localPosition + b; gameObject2.name = string.Format("Suit_Slot{0}_Collider", num); gameObject2.AddComponent <SuitPanelIconScript>(); this.Suit_Slot_Colliders[i, j] = gameObject2; UISprite component4 = ((GameObject)UnityEngine.Object.Instantiate(component.gameObject, component.transform.position + b, component.transform.rotation)).GetComponent <UISprite>(); component4.transform.parent = component.transform.parent; component4.transform.localScale = component.transform.localScale; component4.transform.localPosition = component.transform.localPosition + b; component4.name = string.Format("Suit_Slot{0}_Block", num); this.Suit_Slots_Blocks[i, j] = component4; UISprite component5 = ((GameObject)UnityEngine.Object.Instantiate(component2.gameObject, component2.transform.position + b, component2.transform.rotation)).GetComponent <UISprite>(); component5.transform.parent = component2.transform.parent; component5.transform.localScale = component2.transform.localScale; component5.transform.localPosition = component2.transform.localPosition + b; component5.name = string.Format("Suit_Slot{0}_Highlight", num); this.Suit_Slots_Highlights[i, j] = component5; } } } this.mStartPos = base.gameObject.transform.localPosition; this.Panel.gameObject.SetActive(false); }