/// <summary> /// 关闭奖单 /// </summary> /// <param name="poid">奖单Id</param> /// <param name="state">奖单状态</param> public OperationResult UpdateLotteryState(Guid poid, RevealState state) { PrizeOrder entity = PrizeOrderRepository.Entities.Where(lr => lr.Id == poid).FirstOrDefault(); if (entity == null) { return(new OperationResult(OperationResultType.Warning, string.Format("没有Id为{0}的中奖信息。", poid.ToString()), poid.ToString())); } if (state == entity.RevealState) { return(new OperationResult(OperationResultType.Warning, "要更新的状态与数据库的一致,无需更改。", entity)); } entity.RevealState = state; int rcount = PrizeOrderRepository.Update(entity); if (rcount > 0) { return(new OperationResult(OperationResultType.Success, "更新状态成功。", entity)); } else { return(new OperationResult(OperationResultType.Warning, "更新状态失败。")); } }
public void StartHidingAnimation() { _state = RevealState.Hiding; _childViewImage = GetChildViewImage(); _rootLayout.Children.Add(_canvasView); ChildView.Opacity = 0.0; var hideAnimation = new Animation( interpolatedValue => { _revealProgress = (float)interpolatedValue; _canvasView.InvalidateSurface(); }, start: 1.0, end: 0.0, easing: RevealEasing ); hideAnimation.Commit(this, "HideAnimation", length: Convert.ToUInt32(RevealDurationMillis), finished: (d, b) => { _state = RevealState.Hidden; _rootLayout.Children.Remove(_canvasView); }); }
/* Shows the number of specified cards in a simple row / column box pattern */ void GoToShowing(int numWildcards) { // Spawn all the wildcards int numCardsToDeal = numWildcards; int rowCount = 0; float numRows = Mathf.Ceil((float)numWildcards / numCardsPerRow); float initialZOffset = ((numRows - 1) / 2.0f) * (CARD_WIDTH + padding); while (numCardsToDeal > 0) { int cardsThisRow = Mathf.Min(numCardsToDeal, numCardsPerRow); // Get the initial xOffset for the row based on how many we will have to deal float initialXOffset = -((cardsThisRow - 1) / 2.0f) * (CARD_WIDTH + padding); int colCount = 0; while (colCount < cardsThisRow) { float xOffset = colCount * (CARD_WIDTH + padding); float zOffset = -rowCount * (CARD_WIDTH + padding); // Spawn the card SpawnWildcard(initialXOffset + xOffset, initialZOffset + zOffset); numCardsToDeal--; colCount++; } rowCount++; } state = RevealState.Showing; allCardAreRevealed = false; nextCardToAnimate = 0; timeStateEntered = Time.time; AssignItems(); }
public void StartRevealAnimation() { _state = RevealState.Revealing; ChildView.Opacity = 0.0; //_childViewImage = _childViewImage ?? GetChildViewImage(); _childViewImage = GetChildViewImage(); _rootLayout.Children.Add(_canvasView); var revealAnimation = new Animation( interpolatedValue => { _revealProgress = (float)interpolatedValue; _canvasView.InvalidateSurface(); }, easing: RevealEasing ); revealAnimation.Commit(this, "RevealAnimation", length: Convert.ToUInt32(RevealDurationMillis), finished: (d, b) => { _state = RevealState.Revealed; ChildView.Opacity = 1.0; _rootLayout.Children.Remove(_canvasView); }); }
/* * Puts the Revealer into the state where it hides cards one by one. */ void GoToHiding() { state = RevealState.Hiding; nextCardToAnimate = 0; timeStateEntered = Time.time; // Hide all the cards at once while (nextCardToAnimate < transform.childCount) { HideCard(nextCardToAnimate); nextCardToAnimate++; } }
public ViewRevealer() { // dependency service that creates a bitmap from a XF.View: // https://forums.xamarin.com/discussion/75408/is-it-possible-to-create-an-image-from-a-view-in-xamarin-forms // https://michaelridland.com/xamarin/creating-native-view-xamarin-forms-viewpage/ // create an SKBitmap or better with that // reveal result in canvas // when done hide the canvas and show the childView this.BackgroundColor = Color.Transparent; _state = RevealState.Hidden; //ToDo: make InputTransparent while NOT Revealed }
/* * Ends the Reveal */ void GoToFinish() { AwardItems(); state = RevealState.Finish; Destroy(gameObject); }
/* * Puts the Revealer into the state where it shows the card backs */ void GoToIdle() { state = RevealState.Idle; nextCardToAnimate = 0; timeStateEntered = Time.time; }
/* * Puts the Revealer into the state where it reveals cards one by one. */ void GoToRevealing() { state = RevealState.Revealing; nextCardToAnimate = 0; timeStateEntered = Time.time; }
/* Shows the number of specified cards in a simple row / column box pattern */ void GoToShowing(int numWildcards) { // Spawn all the wildcards int numCardsToDeal = numWildcards; int rowCount = 0; float numRows = Mathf.Ceil ((float)numWildcards / numCardsPerRow); float initialZOffset = ((numRows - 1) / 2.0f) * (CARD_WIDTH + padding); while (numCardsToDeal > 0) { int cardsThisRow = Mathf.Min (numCardsToDeal, numCardsPerRow); // Get the initial xOffset for the row based on how many we will have to deal float initialXOffset = -((cardsThisRow - 1) / 2.0f) * (CARD_WIDTH + padding); int colCount = 0; while (colCount < cardsThisRow) { float xOffset = colCount * (CARD_WIDTH + padding); float zOffset = -rowCount * (CARD_WIDTH + padding); // Spawn the card SpawnWildcard (initialXOffset + xOffset, initialZOffset + zOffset); numCardsToDeal--; colCount++; } rowCount++; } state = RevealState.Showing; allCardAreRevealed = false; nextCardToAnimate = 0; timeStateEntered = Time.time; AssignItems (); }
/* * Puts the Revealer into the state where it hides cards one by one. */ void GoToHiding() { state = RevealState.Hiding; nextCardToAnimate = 0; timeStateEntered = Time.time; // Hide all the cards at once while (nextCardToAnimate < transform.childCount) { HideCard (nextCardToAnimate); nextCardToAnimate++; } }
/* * Ends the Reveal */ void GoToFinish() { AwardItems (); state = RevealState.Finish; Destroy (gameObject); }