private static void TechnicolourSubMenuCreated(string name) { if (name == "CTT") { //We have technicolour List <Tuple <float, string> > technicolourOptions = new List <Tuple <float, string> > { { 0f, "OFF" }, { 1f, "WARM/COLD" }, { 2f, "EITHER" }, { 3f, "TRUE RANDOM" } }; MultiSelectOption techniParticles = GameplaySettingsUI.CreateListOption(GameplaySettingsPanels.PlayerSettingsRight, "Tech. Particles", "CTT", "Technicolour style of the particles."); for (int i = 0; i < technicolourOptions.Count; i++) { techniParticles.AddOption(i, technicolourOptions[i].Item2); } techniParticles.GetValue += delegate { return((int)ChromaSparksConfig.TechnicolourSparksStyle); }; techniParticles.OnChange += delegate(float value) { ColourManager.TechnicolourStyle style = ColourManager.GetTechnicolourStyleFromFloat(value); ChromaSparksConfig.TechnicolourSparksStyle = style; }; } }
public IEnumerable <Questionaires> GetContractQuestionaries(string resourceType, string Action, Guid ContractGuid) { var questionniareMaster = _contractQuestionariesRepository.GetContractQuestionaries(resourceType, Action, ContractGuid); List <Questionaires> listQuestionaire = new List <Questionaires>(); foreach (var data in questionniareMaster) { Questionaires questionaire = new Questionaires(); questionaire.Question = data.Questions; questionaire.QuestionType = data.QuestionType; questionaire.Textanswer = data.Textanswer; questionaire.Id = data.Id; List <string> multiSelectOptions = data.MultiSelectoption?.Split('|').ToList(); List <string> checkboxAnswer = data.CheckBoxAnswer?.Split('|').ToList(); List <MultiSelectOption> option = new List <MultiSelectOption>(); if (multiSelectOptions != null) { foreach (var resource in multiSelectOptions) { MultiSelectOption opt = new MultiSelectOption(); opt.Name = resource; if (checkboxAnswer != null) { if (checkboxAnswer.Contains(resource)) { opt.IsSelected = true; } else { opt.IsSelected = false; } opt.Id = Guid.NewGuid(); } else { opt.IsSelected = false; } option.Add(opt); } } questionaire.MultiSelectAnswer = option; questionaire.YesNoAnswer = data.Answer; questionaire.QuestionGuid = data.QuestionaireMasterGuid; questionaire.ReportLastReportDate = data.DateOfLastReport; questionaire.ReportNextReportDate = data.DateOfNextReport; questionaire.ControlClass = data.Class; questionaire.ChildId = data.ChildId; questionaire.ChildYesNoAnswer = data.ChildYesNoAnswer; questionaire.CheckBoxAnswer = data.CheckBoxAnswer; questionaire.Updatedon = data.UpdatedOn; questionaire.UpdatedBy = _userService.GetUserByUserGuid(data.UpdatedBy)?.DisplayName; // questionaire.Checkedoption = data.CheckBoxAnswer; listQuestionaire.Add(questionaire); } return(listQuestionaire); }
public static void InitializeGameplayMenu() { blindingOptionsEnabled = false;//ModPrefs.GetBool("SpinSaber", "BlindMe", false); Console.WriteLine("[SpinSaber] Initializing GameplayMenu Options..."); GameplaySettingsUI.CreateSubmenuOption(GameplaySettingsPanels.PlayerSettingsLeft, "SpinSaber", "MainMenu", "SSM", "Select SpinSaber settings"); /*ToggleOption spinSaberEnabledToggle = GameplaySettingsUI.CreateToggleOption(GameplaySettingsPanels.PlayerSettingsLeft, "Spin Enabled", "SSM", "Enable/Disable SpinSaber."); * spinSaberEnabledToggle.GetValue = Plugin.spinSaberEnabled; * spinSaberEnabledToggle.OnToggle += SpinSaberEnabledToggled;*/ GameplaySettingsUI.CreateSubmenuOption(GameplaySettingsPanels.PlayerSettingsLeft, "Profile", "SSM", "SSMPROFILE", "Select SpinSaber profile"); MultiSelectOption spinSaberConfigSelect = GameplaySettingsUI.CreateListOption(GameplaySettingsPanels.PlayerSettingsLeft, "SpinConfig", "SSMPROFILE", "Select your preferred spin config."); spinSaberConfigSelect.AddOption(-1, "Disabled"); if (Plugin.loadedConfigs.Count <= 0) { //spinSaberConfigSelect.AddOption(0, "No Configs Found"); } else { for (int i = 0; i < Plugin.loadedConfigs.Count; i++) { spinSaberConfigSelect.AddOption(i, Plugin.loadedConfigs[i].name); } } spinSaberConfigSelect.OnChange += SpinSaberConfigSelected; spinSaberConfigSelect.GetValue = () => lastOptionSelected; GameplaySettingsUI.CreateSubmenuOption(GameplaySettingsPanels.PlayerSettingsLeft, "Time", "SSM", "SSMTIME", "Select Time Scale"); MultiSelectOption spinSaberTimeMult = GameplaySettingsUI.CreateListOption(GameplaySettingsPanels.PlayerSettingsLeft, "Time Rate", "SSMTIME", "Multiply the speed of your selected config."); for (int i = 1; i <= 9; i++) { spinSaberTimeMult.AddOption(i / 10f, "0." + i + "x"); } spinSaberTimeMult.AddOption(1, "Default"); for (int i = 1; i <= 9; i++) { spinSaberTimeMult.AddOption(1 + (i / 10f), "1." + i + "x"); } spinSaberTimeMult.OnChange += SpinSaberTimeSelected; spinSaberTimeMult.GetValue = () => timeMult; if (blindingOptionsEnabled) { MultiSelectOption blindTimeMult = GameplaySettingsUI.CreateListOption(GameplaySettingsPanels.PlayerSettingsLeft, "Blind Time", "SSM", "Duration of being blinded."); blindTimeMult.AddOption(-1f, "Disabled"); for (int i = 0; i <= 9; i++) { for (int j = 0; j <= 9; j++) { if (i == 0 && j == 0) { continue; } blindTimeMult.AddOption(i + (j / 10f), i + "." + j + "s"); } } blindTimeMult.AddOption(10, "10.0s"); blindTimeMult.OnChange += BlindTimeSelected; blindTimeMult.GetValue = () => blindTime; MultiSelectOption visibleTimeMult = GameplaySettingsUI.CreateListOption(GameplaySettingsPanels.PlayerSettingsLeft, "Visible Time", "SSM", "Duration of visibility."); visibleTimeMult.AddOption(-1f, "Disabled"); for (int i = 0; i <= 9; i++) { for (int j = 0; j <= 9; j++) { if (i == 0 && j == 0) { continue; } visibleTimeMult.AddOption(i + (j / 10f), i + "." + j + "s"); } } visibleTimeMult.AddOption(10, "10.0s"); visibleTimeMult.OnChange += VisibleTimeSelected; visibleTimeMult.GetValue = () => visibleTime; } }
private static void GameplaySettingsUISetup() { /* * MODIFIERS */ Sprite sprite = Base64Sprites.Base64ToSprite("iVBORw0KGgoAAAANSUhEUgAAAB4AAAAeCAYAAAA7MK6iAAAABGdBTUEAALGPC/xhBQAAACBjSFJNAAB6JgAAgIQAAPoAAACA6AAAdTAAAOpgAAA6mAAAF3CculE8AAAACXBIWXMAAA3WAAAN1gGQb3mcAAAAB3RJTUUH4wINFyAWrJdsNwAAABl0RVh0U29mdHdhcmUAcGFpbnQubmV0IDQuMC4yMfEgaZUAAAKSSURBVEhL3dbLq05RHMbxEzEhuQ0OBi4DDDAxcSlDE1ISCgMGDAgTt8iACRMlyW0kKSZMKIRcBsQAfwGRiUK5RLm9vs9u/XbrXefZ+30z9KvP6V3Puuxz9nv2Wnug0+n8q4d4UGR9s2GffuBnkfXNhn36fy68Cd+xIcuc9/hQZCWtobU2Zlmlq5GswR/8QtvF5ySuTzRXa2it1SmrdTUyOxAX1y9S9o9FXFify/61iItqrbK/9TuOi99I7WFYj8f4jSh9foR10BiNvYXGi4oNMwswCRNwD1Gf8CTR56i70FjN0Vy3ZsWGhdF4AdUr6PsagegfCX0d6lM9xyjkawxhw8JZqLTgRLgxor74BU/BjanZMDMDela/YVrK2mi8Hh/NmZ4yy4aZPVCdget3zkG1C66/oh/jsRN7k92I5/MyVCvRNbHFKqguQe250Jqxvq41Th0HUFacOneqVqezCLFwLxqr0ly1dYqVtV8d+tc/jKPJEcSjcBWq5YiFe1kB1RWovRBaM9Y/hMFyUukgVMfh+p0TUOlOuv6KDTOzoR1Im8SUlLXRmM/QbjYzZZYNCxehuo984yipL3a3C3BjajYsaAt8CdVJuDESt1hjNceNqdkwo1sdJ9EXqNxppdNI9RXzoDmzUI6r2TCJ8/RaautkUr3GcMQ43eK3UMX5fR2t57kNkR/im1Mmz6BagsiWKqCeIrIt0NzGiw8JoGe26RCP7VC7UuxEel5V5SOXv0wsS1mtq5Fsgx4Hd4gfQ1NpEyrHaw2ttTXLKl2NzBiTyVTorz5fOI1BuDl2rSFBD/vQVNvh5lg2bLEYep+6XbiJ+XBzLBv2oBeCN/iYaMPQQePGNrJhD3rL0It81DtMhhvboDPwF6eIOFNA61CjAAAAAElFTkSuQmCC"); ToggleOption lightshowModifier = GameplaySettingsUI.CreateToggleOption(GameplaySettingsPanels.ModifiersLeft, "Lightshow Only", hintText: "Disables all notes and sabers, allowing you to view the lightshow!", optionIcon: sprite); lightshowModifier.GetValue = ChromaConfig.LightshowModifier; lightshowModifier.OnToggle += LightshowToggled; /* * COLOURS */ GameplaySettingsUI.CreateSubmenuOption(GameplaySettingsPanels.PlayerSettingsRight, "Chroma Colours", "MainMenu", "CTC", "Choose your Colour Scheme and more!"); ToggleOption technicolourToggle = GameplaySettingsUI.CreateToggleOption(GameplaySettingsPanels.PlayerSettingsRight, "Technicolour", "CTC", "Enable/Disable Technicolour. See Technicolour options below."); technicolourToggle.GetValue = ChromaConfig.TechnicolourEnabled; technicolourToggle.OnToggle += TechnicolourToggled; technicolourToggle.AddConflict("RNG PLights"); /* * EVENTS */ GameplaySettingsUI.CreateSubmenuOption(GameplaySettingsPanels.PlayerSettingsRight, "Chroma Events", "MainMenu", "CTE", "Toggle RGB lighting and special events"); ToggleOption rgbLightsToggle = GameplaySettingsUI.CreateToggleOption(GameplaySettingsPanels.PlayerSettingsRight, "RGB Lights", "CTE", "Enable/Disable RGB lighting events."); rgbLightsToggle.GetValue = ChromaConfig.CustomColourEventsEnabled; rgbLightsToggle.OnToggle += RGBEventsToggled; rgbLightsToggle.AddConflict("Darth Maul"); ToggleOption specialEventsToggle = GameplaySettingsUI.CreateToggleOption(GameplaySettingsPanels.PlayerSettingsRight, "Special Events", "CTE", "Enable/Disable Special Events, such as note size changing, player heal/harm events, and rotation events."); specialEventsToggle.GetValue = ChromaConfig.CustomSpecialEventsEnabled; specialEventsToggle.OnToggle += SpecialEventsToggled; specialEventsToggle.AddConflict("Darth Maul"); GameplaySettingsUI.CreateSubmenuOption(GameplaySettingsPanels.PlayerSettingsRight, "Techni. Options", "CTC", "CTT", "Adjust Technicolour Settings."); List <Tuple <float, string> > technicolourOptions = new List <Tuple <float, string> > { { 0f, "OFF" }, { 1f, "WARM/COLD" }, { 2f, "EITHER" }, { 3f, "TRUE RANDOM" } }; //float[] techniOptions = new float[technicolourOptions.Count]; //for (int i = 0; i < technicolourOptions.Count; i++) techniOptions[i] = i; MultiSelectOption techniLights = GameplaySettingsUI.CreateListOption(GameplaySettingsPanels.PlayerSettingsRight, "Tech. Lights", "CTT", "Technicolour style of the lights."); for (int i = 0; i < technicolourOptions.Count; i++) { techniLights.AddOption(i, technicolourOptions[i].Item2); } techniLights.GetValue += delegate { return((int)ChromaConfig.TechnicolourLightsStyle); }; techniLights.OnChange += delegate(float value) { ColourManager.TechnicolourStyle style = ColourManager.GetTechnicolourStyleFromFloat(value); ChromaConfig.TechnicolourLightsStyle = style; }; MultiSelectOption techniLightsGrouping = GameplaySettingsUI.CreateListOption(GameplaySettingsPanels.PlayerSettingsRight, "Lights Grouping", "CTT", ChromaConfig.WaiverRead ? "The more isolated, the more intense. Isolated Event has the best performance.\n <color=red>Mayhem prevents fades and flashes from working properly</color>." : "Isolated Event for better performance, but more chaotic lighting"); techniLightsGrouping.AddOption(0f, "Standard"); techniLightsGrouping.AddOption(1f, "Isolated Event"); if (ChromaConfig.WaiverRead) { techniLightsGrouping.AddOption(2f, "Isolated (Mayhem)"); } techniLightsGrouping.GetValue += delegate { return((int)ChromaConfig.TechnicolourLightsGrouping); }; techniLightsGrouping.OnChange += delegate(float value) { ChromaConfig.TechnicolourLightsGrouping = ColourManager.GetTechnicolourLightsGroupingFromFloat(value); }; MultiSelectOption techniFrequency = GameplaySettingsUI.CreateListOption(GameplaySettingsPanels.PlayerSettingsRight, "Lights Freq", "CTT", "The higher the frequency, the more colour changes. 10% is default."); for (int i = 1; i <= 20; i++) { techniFrequency.AddOption(0.05f * i, i == 2 ? "10% (Def)" : (5f * i) + "%"); } techniFrequency.GetValue += delegate { return(ChromaConfig.TechnicolourLightsFrequency); }; techniFrequency.OnChange += delegate(float value) { ChromaConfig.TechnicolourLightsFrequency = value; }; /*ToggleOption techniIndividualLights = GameplaySettingsUI.CreateToggleOption(GameplaySettingsPanels.PlayerSettingsRight, "Isolated Lights", "CTT", "If enabled, Technicolour will only affect one light source at a time. This results in much, much more colour variety being possible, but also can look excessively chaotic."); * techniIndividualLights.GetValue = ChromaConfig.TechnicolourLightsIndividual; * techniIndividualLights.OnToggle += delegate (bool value) { * ChromaConfig.TechnicolourLightsIndividual = value; * };*/ /*MultiSelectOption techniBarriers = GameplaySettingsUI.CreateListOption(GameplaySettingsPanels.PlayerSettingsRight, "Tech. Walls", "CTT", "Technicolour style of the walls/barriers."); * for (int i = 0; i < technicolourOptions.Count; i++) techniBarriers.AddOption(i, technicolourOptions[i].Item2); * techniBarriers.GetValue += delegate { * return (int)ChromaConfig.TechnicolourWallsStyle; * }; * techniBarriers.OnChange += delegate (float value) { * ColourManager.TechnicolourStyle style = ColourManager.GetTechnicolourStyleFromFloat(value); * ChromaConfig.TechnicolourWallsStyle = style; * };*/ //Walls don't need to have other options since they only work nicely with Either ToggleOption techniWalls = GameplaySettingsUI.CreateToggleOption(GameplaySettingsPanels.PlayerSettingsRight, "Tech. Barriers", "CTT", "If enabled, Barriers will rainbowify!"); techniWalls.GetValue = ChromaConfig.TechnicolourWallsStyle == ColourManager.TechnicolourStyle.ANY_PALETTE; techniWalls.OnToggle += delegate(bool value) { ChromaConfig.TechnicolourWallsStyle = value ? ColourManager.TechnicolourStyle.ANY_PALETTE : ColourManager.TechnicolourStyle.OFF; }; MultiSelectOption techniBlocks = GameplaySettingsUI.CreateListOption(GameplaySettingsPanels.PlayerSettingsRight, "Tech. Blocks", "CTT", "Technicolour style of the blocks."); for (int i = 0; i < technicolourOptions.Count; i++) { techniBlocks.AddOption(i, technicolourOptions[i].Item2); } techniBlocks.GetValue += delegate { return((int)ChromaConfig.TechnicolourBlocksStyle); }; techniBlocks.OnChange += delegate(float value) { ColourManager.TechnicolourStyle style = ColourManager.GetTechnicolourStyleFromFloat(value); ChromaConfig.TechnicolourBlocksStyle = style; }; MultiSelectOption techniSsabers = GameplaySettingsUI.CreateListOption(GameplaySettingsPanels.PlayerSettingsRight, "Tech. Sabers", "CTT", "Technicolour style of the sabers."); for (int i = 0; i < technicolourOptions.Count; i++) { techniSsabers.AddOption(i, technicolourOptions[i].Item2); } techniSsabers.GetValue += delegate { return((int)ChromaConfig.TechnicolourSabersStyle); }; techniSsabers.OnChange += delegate(float value) { ColourManager.TechnicolourStyle style = ColourManager.GetTechnicolourStyleFromFloat(value); ChromaConfig.TechnicolourSabersStyle = style; }; ToggleOption techniSabersMismatch = GameplaySettingsUI.CreateToggleOption(GameplaySettingsPanels.PlayerSettingsRight, "Desync Sabers", "CTT", "If true, technicolour sabers will have their \"time\" start and progress differently, resulting in their colours not matching so often."); techniSabersMismatch.GetValue = !ChromaConfig.MatchTechnicolourSabers; techniSabersMismatch.OnToggle += TechnicolourSaberMismatchToggled; GameplaySubMenuCreatedEvent?.Invoke("CTC"); GameplaySubMenuCreatedEvent?.Invoke("CTE"); GameplaySubMenuCreatedEvent?.Invoke("CTT"); ExtensionGameplayMenusEvent?.Invoke(); }