public GameUnitsStats(GameUnitsList guList, int duration)
 {
     game = new TimelineNode{Start=new Time(0), Stop=new Time(duration)};
     gameNode = new GameUnitStatsNode(game);
     gameUnitNodes = new Dictionary<GameUnit, GameUnitStatsNode>();
     GroupGameStats(guList);
 }
Example #2
0
 public GameUnitsStats(GameUnitsList guList, int duration)
 {
     game = new TimelineNode {
         Start = new Time(0), Stop = new Time(duration)
     };
     gameNode      = new GameUnitStatsNode(game);
     gameUnitNodes = new Dictionary <GameUnit, GameUnitStatsNode>();
     GroupGameStats(guList);
 }
Example #3
0
 public void UpdateGameUnits(GameUnitsList gameUnits)
 {
     if (gameUnits == null)
     {
         gameunitstaggerwidget1.Visible = false;
         return;
     }
     gameunitstaggerwidget1.Visible   = true;
     gameunitstaggerwidget1.GameUnits = gameUnits;
 }
 private void SetGameUnitsWidgets(GameUnitsList gameUnits)
 {
     foreach (GameUnit gameUnit in gameUnits) {
         GameUnitWidget guw = new GameUnitWidget(gameUnit);
         guw.GameUnit = gameUnit;
         widgets.Add(guw);
         guw.GameUnitEvent += (g, t) => {GameUnitEvent(g, t);};
         guw.Show();
         gameunitsbox1.PackStart(guw, false , true, 0);
     }
 }
Example #5
0
 private void SetGameUnitsWidgets(GameUnitsList gameUnits)
 {
     foreach (GameUnit gameUnit in gameUnits)
     {
         GameUnitWidget guw = new GameUnitWidget(gameUnit);
         guw.GameUnit = gameUnit;
         widgets.Add(guw);
         guw.GameUnitEvent += (g, t) => { GameUnitEvent(g, t); };
         guw.Show();
         gameunitsbox1.PackStart(guw, false, true, 0);
     }
 }
Example #6
0
 public void UpdateGameUnits(GameUnitsList gameUnits)
 {
     gameUnitsActionVisible        = gameUnits != null && gameUnits.Count > 0;
     GameUnitsViewAction.Sensitive = gameUnitsActionVisible;
     if (gameUnits == null)
     {
         gameunitstaggerwidget1.Visible = false;
         return;
     }
     gameunitstaggerwidget1.Visible   = true;
     gameunitstaggerwidget1.GameUnits = gameUnits;
 }
Example #7
0
        public void SetRootGameUnit(GameUnitsList gameUnits)
        {
            /* Make everything visible */
            vbox2.Visible = true;

            /* Clear everything first */
            if (this.gameUnits != null) {
                foreach (GameUnit gameUnit in this.gameUnits)
                    RemoveGameUnit(gameUnit, false);
            }
            this.gameUnits = gameUnits;

            /* Add the game units one by one */
            foreach (GameUnit gameUnit in gameUnits)
                AddGameUnit(gameUnit, false);
        }
Example #8
0
        void GroupGameStats(GameUnitsList guList)
        {
            List <GameUnitStatsNode> parents = new List <GameUnitStatsNode>();

            parents.Add(gameNode);

            foreach (GameUnit gu in guList)
            {
                List <GameUnitStatsNode> nextParents = new List <GameUnitStatsNode>();
                foreach (TimelineNode tn in gu)
                {
                    GameUnitStatsNode node = new GameUnitStatsNode(tn);
                    nextParents.Add(node);
                    FindParent(node, parents);
                }
                gameUnitNodes.Add(gu, new GameUnitStatsNode(game, nextParents));
                parents = nextParents;
            }
        }
Example #9
0
        public void SetRootGameUnit(GameUnitsList gameUnits)
        {
            /* Make everything visible */
            vbox2.Visible = true;

            /* Clear everything first */
            if (this.gameUnits != null)
            {
                foreach (GameUnit gameUnit in this.gameUnits)
                {
                    RemoveGameUnit(gameUnit, false);
                }
            }
            this.gameUnits = gameUnits;

            /* Add the game units one by one */
            foreach (GameUnit gameUnit in gameUnits)
            {
                AddGameUnit(gameUnit, false);
            }
        }
Example #10
0
 public void UpdateGameUnits(GameUnitsList gameUnits)
 {
     gameUnitsActionVisible = gameUnits != null && gameUnits.Count > 0;
     GameUnitsViewAction.Sensitive = gameUnitsActionVisible;
     if (gameUnits == null) {
         gameunitstaggerwidget1.Visible = false;
         return;
     }
     gameunitstaggerwidget1.Visible = true;
     gameunitstaggerwidget1.GameUnits = gameUnits;
 }
        void GroupGameStats(GameUnitsList guList)
        {
            List<GameUnitStatsNode> parents = new List<GameUnitStatsNode>();
            parents.Add(gameNode);

            foreach (GameUnit gu in guList) {
                List<GameUnitStatsNode> nextParents = new List<GameUnitStatsNode>();
                foreach (TimelineNode tn in gu) {
                    GameUnitStatsNode node = new GameUnitStatsNode(tn);
                    nextParents.Add(node);
                    FindParent(node, parents);
                }
                gameUnitNodes.Add(gu, new GameUnitStatsNode(game, nextParents));
                parents = nextParents;
            }
        }