private void OnAccount(GameObject go) { List <NItem> nitems = new List <NItem>(); for (int i = 0; i < items.Count; i++) { for (int j = 0; j < items[i].cnts.Length; j++) { NItem n = new NItem(); n.id = items [i].itemids [j]; n.cnt = items [i].cnts [j]; NItem y = nitems.Find(x => x.id == n.id); if (y != null) { y.cnt += n.cnt; } else { nitems.Add(n); } } } string content = string.Empty; for (int i = 0; i < nitems.Count; i++) { content += GameBaseInfo.Instance.items.Find(x => x.n_item.id == nitems [i].id).t_item.name + " X" + nitems [i].cnt + "\n"; } UIHandler.Instance.Push(PageID.TEXT, new StrText(10057, string.Format(Localization.Get(10058), content))); }
public NItem FetchPage(NOutputCache module) { NItem result = null; lock (_req_mutex) { if (_requestInProgres) { System.Threading.Monitor.Wait(_req_mutex); return(_result); } _requestInProgres = true; } try { result = module.Cache.Get(_pageId, NOutputCache.Reader.GetPageSettings(_pageId)) as NItem; } finally { lock (_req_mutex) { _requestInProgres = false; _result = result; System.Threading.Monitor.PulseAll(_req_mutex); } } return(_result); }
/// <summary> /// Run Save Changes /// </summary> private void _run_saveChanges() { var data = txtContent.Text; // Check a lot, must be better way on Element binding which refreshes when needed var element = Element; var incremental = Diff(element.Data.Split(' ').Length, data.Split(' ').Length); DataConnection.Instance.AdjustWordCount(incremental); DataConnection.Instance.UpdateData(element.ID, data); _element = DataConnection.Instance.GetPosition(); Navigator.Instance.GoTo("edit"); }
private void OnAccnt(GameObject go) { List <NItem> nitems = new List <NItem>(); if (langtis.Count > 0) { List <LangtiItem> langitems = langtis.FindAll(x => x.state == 1); foreach (var item in langtis) { NOrder order = GameBaseInfo.Instance.othOrders.Find(x => x.id == item.orderid); if (order != null) { int[] items = order.GetItems(); int[] cnts = order.GetCnts(); for (int i = 0; i < items.Length; i++) { NItem it = nitems.Find(x => x.id == items [i]); if (it != null) { it.cnt += cnts [i]; } else { NItem n = new NItem(); n.id = items [i]; n.cnt = cnts [i]; nitems.Add(n); } } } } string content = string.Empty; for (int i = 0; i < nitems.Count; i++) { content += GameBaseInfo.Instance.items.Find(x => x.n_item.id == nitems [i].id).t_item.name + " X" + nitems [i].cnt + "\n"; } UIHandler.Instance.Push(PageID.TEXT, new StrText(10057, string.Format(Localization.Get(10058), content))); } else { Toast.Instance.Show(10059); } }
protected override NWidget CreateExampleContent() { m_GridView = new NTableGridView(); NTableGrid grid = m_GridView.Grid; NItem[] items = new NItem[] { new NItem(Nevron.Nov.Examples.NResources.Image_CountryFlags_ad_png, NColor.Navy, new NColorFill(NColor.Moccasin), new NStroke(NColor.AntiqueWhite)), new NItem(Nevron.Nov.Examples.NResources.Image_CountryFlags_ae_png, NColor.Olive, new NStockGradientFill(NColor.Violet, NColor.WhiteSmoke), new NStroke(NColor.Bisque)), new NItem(Nevron.Nov.Examples.NResources.Image_CountryFlags_af_png, NColor.OldLace, new NHatchFill(ENHatchStyle.DiagonalBrick, NColor.Yellow, NColor.Red), new NStroke(NColor.DarkCyan)), new NItem(Nevron.Nov.Examples.NResources.Image_CountryFlags_ag_png, NColor.Plum, new NImageFill(NResources.Image__16x16_Birthday_png), new NStroke(NColor.DimGray)), new NItem(Nevron.Nov.Examples.NResources.Image_CountryFlags_ai_png, NColor.Peru, new NStockGradientFill(ENGradientStyle.FromCenter, ENGradientVariant.Variant1, NColor.Wheat, NColor.DarkGoldenrod), new NStroke(NColor.CadetBlue)) }; // bind the grid to the data source grid.DataSource = new NDataSource(new NGenericIListDataTable <NItem>(items)); grid.AutoCreateColumn += grid_AutoCreateColumn; return(m_GridView); }
public ItemNode(NItem _n, TItem _t) { n_item = _n; t_item = _t; }