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); }
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); }
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); } }
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); } }
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; }
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); }
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; } }
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); } }
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; } }