private IEnumerator loadShop() { while (!IAPManager.Instance.IsInitialized()) { yield return(null); } for (int i = 0; i < panel.transform.childCount; i++) { panel.transform.GetChild(i).transform.GetChild(0).GetComponent <Image>().sprite = notOwnedItem; } buttonBuyTrue.SetActive(true); buttonBuyFalse.SetActive(false); if (!SaveAndLoad.playerHaveAds()) { panel.transform.GetChild(2).transform.GetChild(0).GetComponent <Image>().sprite = ownedItem; panel.transform.GetChild(2).transform.GetChild(2).gameObject.SetActive(true); panel.transform.GetChild(2).transform.GetChild(4).gameObject.SetActive(false); } if (selectedIndex == 2) { if (!SaveAndLoad.playerHaveAds()) { buttonBuyTrue.SetActive(false); buttonBuyFalse.SetActive(true); } } panel.transform.GetChild(selectedIndex).transform.GetChild(0).GetComponent <Image>().sprite = selectedItem; }
private void CreateAudioPrefab(int levelSize) { GameObject go = new GameObject(); Manager.AudioTree = AudioNodeWorker.CreateTree(go, levelSize); SaveAndLoad.CreateAudioNodeRootPrefab(go); }
public VoidResult Initialize(SaveAndLoad sal) { this.SaveAndLoad = sal; this.SaveAndLoad.Pyrite = this; var result = new VoidResult(); ScenariosPool = new ScenariosPool(); ScenariosPool.Pyrite = this; ScenariosPool.Initialize(); Log.Write("ScenariosPool initialized"); ModulesControl = new ModulesControl(); ModulesControl.Pyrite = this; result.AddExceptions(ModulesControl.Initialize().Exceptions); Log.Write("ModulesControl initialized"); ServerThreading = new PyriteCore.ServerThreading(); ServerThreading.Pyrite = this; ServerThreading.ServerStarted += () => ScenariosPool.StartActiveScenarios(); Log.Write("ScenariosPool items started"); ServerThreading.Initialize(); Log.Write("ServerThreading started"); result.AddExceptions(SaveAndLoad.Load().Exceptions); result.AddExceptions(ServerThreading.BeginStart().Exceptions); return result; }
private void CreateBankLinkPrefab() { GameObject go = new GameObject(); Manager.BankLinkTree = AudioBankWorker.CreateTree(go); SaveAndLoad.CreateAudioBankLinkPrefab(go); }
void Start() { // Load past highscore data SaveAndLoad.Load(); score.text = "SCORE: " + PlayerStats.LastScore.ToString(); highscore.text = "HIGHSCORE: " + PlayerStats.Highscore.ToString(); }
public void Load(bool forceReload = false) { if (AudioRoot == null || BankLinkRoot == null || BusRoot == null || EventRoot == null || forceReload) { Component[] audioData; Component[] eventData; Component[] busData; Component[] bankLinkData; SaveAndLoad.LoadManagerData(out audioData, out eventData, out busData, out bankLinkData); BusRoot = CheckData <InAudioBus>(busData); AudioRoot = CheckData <InAudioNode>(audioData); EventRoot = CheckData <InAudioEventNode>(eventData); BankLinkTree = CheckData <InAudioBankLink>(bankLinkData); /*if (BusRoot != null) * BusRootGO = BusRoot.gameObject; * if (AudioRoot != null) * AudioRootGO = AudioRoot.gameObject; * if (EventRoot != null) * EventRootGO = EventRoot.gameObject; * if (BankLinkTree != null) * BankLinkRootGO = BankLinkTree.gameObject;*/ } }
private void LoadLocal() { LocalData.DataPath = AppDomain.CurrentDomain.BaseDirectory; ViewModelGlobals.FundAllocation = SaveAndLoad.LoadLocalData <FundAllocation>("Fundallocation.json"); ViewModelGlobals.Personnels = SaveAndLoad.LoadLocalData <List <Personnel> >("Personnel.json"); //ViewModelGlobals.FinancialStatements = SaveAndLoad.LoadLocalData<FinancialStatements>("FinancialStatements.json"); }
IEnumerator GameOverEnumerator(Vector2 cameraPos, float[] damageTaken, bool isQuit) { if (!isQuit) { Time.timeScale = 0.25f; for (float i = 0; i < (float)3 / 4; i += Time.deltaTime) { if (oneMoreChance) { break; } yield return(null); } } if (oneMoreChance) { oneMoreChance = false; } else { Time.timeScale = 1; cameraCont.GameOver(); starReward = (int)killSum / 5 + (int)currentGameTime / 6; gameOver = true; challengeCont.GameOver(isQuit); StartCoroutine(spawnCont.GameOver(isQuit)); healthAbilityOn = false; int recordValue = (data.highScoreTime < currentGameTime ? 1 : 0) + (data.highScoreKill < killSum ? 2 : 0); dataCont.SetData((int)currentGameTime, killSum, currentEnemiesKilled, damageTaken, recordValue); SaveCurrentGameData(damageTaken, isQuit); yield return(new WaitForSeconds(0.5f)); //TO avoid lag SaveAndLoad.SaveData(data); } }
private void CreateEventPrefab(int levelSize) { GameObject go = new GameObject(); Manager.EventTree = AudioEventWorker.CreateTree(go, levelSize); SaveAndLoad.CreateAudioEventRootPrefab(go); }
public void LoadCharacter() { SaveAndLoad.Load(); if (SaveAndLoad.savedGames.Count > 0) { charLoadPanel.SetActive(true); loadCharList = new GameObject[SaveAndLoad.savedGames.Count]; for (int i = 0; i < SaveAndLoad.savedGames.Count; i++) { loadCharList[i] = Instantiate(characterPanelPF, charLoadContent.transform); loadCharList[i].GetComponentInChildren <Text>().text = SaveAndLoad.savedGames[i].GROUP[0].pcName + " the " + SaveAndLoad.savedGames[i].GROUP[0].pcType; int x = i; // This fixes the Closure problem. loadCharList[i].GetComponent <Button>().onClick.AddListener(() => ClickOnLoadCharacterPanel(x)); loadCharList[i].GetComponent <DeleteCharacterButton>().ButtonIndex = i; if (SaveAndLoad.savedGames[i].GROUP[0].pcStatus != "Ready") { loadCharList[i].SetActive(false); } } } else { NavigateToCreateCharacter(); } }
public void SaveNames() { RandomStuffs rand = new RandomStuffs() { names = new List <string>() { "PedrinhoJogador", "monitorgrimacing", "steercombative", "hidemeaning", "timberheadview", "lutestringbefore", "scorebench", "wordyspring", "brokencalling", "pupposse", "vanishingconsonant", "harasssiege", "saidforestay", "stradabsolutely", "patternfeeling", "processionaryhorror", "caughtsweeping", "unrulyhundred", "bankcloistered", "handprominent" } }; SaveAndLoad.Save <RandomStuffs>("Names", rand); }
protected override void OnResume() { // Handle when your app resumes // TO DO : save all localy SaveAndLoad.SaveLocaly(); }
private void loadBlocked() { List <int> integer = SaveAndLoad.Read(blockFile); blocked = new List <bool>(); prize = new List <int>(); score = new List <int>(); int ch = 0; foreach (int item in integer) { if (item == -1) { ch++; continue; } switch (ch) { case 0: blocked.Add((item == 0) ? true : false); break; case 1: prize.Add(item); break; case 2: score.Add(item); break; default: break; } } }
public void LoadGame() { dataOfScene = SaveAndLoad.LoadGame(); DataHandler.data = dataOfScene; sceneLoader.ChangeScene(dataOfScene); }
void Start() { int i, j; storageWidth = GetComponentInParent <Storage>().storageWidth; storageHeight = GetComponentInParent <Storage>().storageHeight; myIndex = GetComponentInParent <Storage>().IndexOfRefrigeratorIndex(gameObject); marker = transform.parent.GetChild(1).gameObject; storage = new Inventory[storageWidth, storageHeight]; //가로 5 x 세로 6 (칸) //storage 초기화 List <Inventory> bufferInventory = SaveAndLoad.LoadInventory(myIndex); //세이브 파일에서 Inventory정보를 읽어옴 int hor, ver; for (i = 0; i < bufferInventory.Count; i++) { hor = bufferInventory[i].horIndex; ver = bufferInventory[i].verIndex; storage[hor, ver] = bufferInventory[i]; } for (i = 0; i < storageHeight; i++) { for (j = 0; j < storageWidth; j++) { //채워지지 않은 칸은 초기화 if (storage[j, i] == null) { storage[j, i] = new Inventory('\0', 0, 0, j, i); } } } GetComponentInParent <Storage>().AddRefrigeratorStorage(transform.parent.gameObject, storage); }
public void loadMap() { TileMap tileMap = GameObject.Find("Map").GetComponent <TileMap>(); string level = GameObject.Find("InputField").GetComponentInChildren <Text>().text; SaveAndLoad.loadMap(tileMap, level); }
public void LoadGame() { string content = SaveAndLoad.Load(); PlayerData player = JsonUtility.FromJson <PlayerData>(content); PlayerController.gameObject.transform.position = player.position; }
private void Awake() { if (Instance == null) { Instance = this; } else if (Instance != this) { Destroy(gameObject); } Debug.Log("Save file: " + Application.persistentDataPath + SaveFileName); DontDestroyOnLoad(gameObject); if (LoadData() == false) { Debug.Log("Save file created"); SaveData(); } else { Debug.Log("Existing save file used"); } }
/// <summary> /// /// </summary> /// <param name="sender"></param> /// <param name="e"></param> private void Button_Loggin(object sender, EventArgs e) { SaveAndLoad.LoadUser(in_userLoggin.Text, in_pwdloggin.Text); user_logged.IsVisible = false; user_newORloggin.IsVisible = true; CheckUser(); }
// Use this for initialization void Start() { smokeScreen.Stop(); SelectionChoices.SetActive(false); if ((Game.current.Progress.Sword1Cutscene && SwordNumber == SwordPickupNumberGeneral.Sword1) || (Game.current.Progress.Sword2Cutscene && SwordNumber == SwordPickupNumberGeneral.Sword2)) { Destroy(EventTrigger); } Controls = PlayerController.CreateWithDefaultBindings(); SaveAndLoad.Save(Game.current.Progress.FileNumber); if (Game.current != null) { if (SwordNumber == SwordPickupNumberGeneral.Sword1 && Game.current.Progress.Sword1 == Player_States.SwordsObtainedStatus.Obtained || SwordNumber == SwordPickupNumberGeneral.Sword2 && Game.current.Progress.Sword2 == Player_States.SwordsObtainedStatus.Obtained) { SwordPickedUp = true; } } if (SwordPickedUp) { SwordModel.SetActive(false); } }
//If you destroy all blocks, you can´t spawn, you end this round(map), unlock next map //Set a number of star in function of points and show stars in select level scene //Show end buttons and save the game public void LevelCompleted() { _spawn = false; adsManagerGame.ShowNoSkipAd(); int level = GameManager.gameManagerInstace.GetCurrentLevel(); if (level <= GameManager.gameManagerInstace.GetLevels().Length) //Only have 10 levels { GameManager.gameManagerInstace.GetLevels()[level]._lock = false; } if (_points > gameField.GetTotalBlocks() * 30 / 4) { GameManager.gameManagerInstace.GetLevels()[level - 1]._stars[0] = true; } if (_points > gameField.GetTotalBlocks() * 30 / 2) { GameManager.gameManagerInstace.GetLevels()[level - 1]._stars[1] = true; } if (_points > gameField.GetTotalBlocks() * 40) { GameManager.gameManagerInstace.GetLevels()[level - 1]._stars[2] = true; } endScoreText.text = "Points " + _points.ToString(); SaveAndLoad.Save(); uiManager.WinLevel(); }
public void LoadPocketsFromTxt() { for (int i = 0; i < currencies.Count; i++) { if (currencies[i] == null) { continue; } Pocket tempPocket = currencyPockets[currencies[i]]; Pocket newPocket; try { newPocket = SaveAndLoad.LoadFromTxt <Pocket>(currencies[i].name + ".txt"); } catch (Exception e) { Debug.LogError(e.Message); newPocket = tempPocket; } if (newPocket != null) { currencyPockets[currencies[i]] = newPocket; onValueChange.Invoke(currencies[i], newPocket.Value); } } }
public void OnClickLButton() { int num = 0; GameObject Button = UnityEngine.EventSystems.EventSystem.current.currentSelectedGameObject; switch (Button.transform.name) { case "L0Button": num = 0; break; case "L1Button": num = 1; break; case "L2Button": num = 2; break; case "L3Button": num = 3; break; } SaveAndLoad S = new SaveAndLoad(); S.Load(num); }
public RockPaperScissors() { if (SaveAndLoad.FileExists("rockPaperScissors", "rockPaperScissorsSave.json")) { SaveAndLoad.LoadFile(out users, "rockPaperScissors", "rockPaperScissorsSave.json"); } }
public void ActivateTutorials() { //activate the tutorial for the player tutorial = true; info.text = "you will see the instructions the next time you play the game"; //tell him when will he sees it SaveAndLoad.Save(); //save }
private void loadLevel() { List <int> fileData = SaveAndLoad.Read(levelFile); levelSelected = new List <Level>(); int index = 0; for (int i = 0; i < fileData.Count; i++) { if (fileData[i] == -1) { index++; continue; } if (levelSelected.Count == index) { levelSelected.Add(new Level()); } Level b = new Level(); if (levelSelected[index].IsNull()) { b.clicksToChangeLevels = new List <int>(); } else { b.clicksToChangeLevels = levelSelected[index].clicksToChangeLevels; } b.clicksToChangeLevels.Add(fileData[i]); levelSelected[index] = b; } }
void OnGUI() { if (GUI.Button(new Rect(10, 10, 100, 30), showDebug? "Hide Debug" : "Show Debug")) { showDebug = !showDebug; } if (showDebug) { if (GUI.Button(new Rect(10, 50, 120, 30), "Clear Saved Data")) { SaveAndLoad.ClearData(); SaveAndLoad.Load(); } barrelsBeatStr = GUI.TextField(new Rect(10, 90, 70, 20), barrelsBeatStr); if (GUI.Button(new Rect(90, 90, 40, 30), ">>")) { barrelsBeat = int.Parse(barrelsBeatStr); initialBarrelsBeat = barrelsBeat; } GUI.Label(new Rect(Screen.width - 100, 80, 500, 30), "-- Info -- "); GUI.Label(new Rect(Screen.width - 100, 100, 500, 30), "Curr Barrel: " + (barrels.IndexOf(barrelHolingPlayer) + 1)); GUI.Label(new Rect(Screen.width - 100, 120, 500, 30), "Prev Barrel: " + (barrels.IndexOf(prevBarrelHoldingPlayer) + 1)); GUI.Label(new Rect(Screen.width - 100, 140, 500, 30), "Lst N of JB: " + lastBarrelsJumped.Count); GUI.Label(new Rect(Screen.width - 100, 160, 500, 30), "Game TIme: " + Mathf.Floor(Time.realtimeSinceStartup)); GUI.Label(new Rect(Screen.width - 100, 180, 500, 30), "Barrls Beat: " + barrelsBeat); GUI.Label(new Rect(Screen.width - 100, 200, 500, 30), "Record: " + DifficultyManager.barrelsBeatRecord); GUI.Label(new Rect(Screen.width - 100, 220, 500, 30), "Difficulty: " + DifficultyManager.currentDifficulty); GUI.Label(new Rect(Screen.width - 100, 240, 500, 30), "CurrB Diff: " + (barrelHolingPlayer ? "" + barrelHolingPlayer.GetComponent <Barrel>().difficulty : "N/A")); } }
// Start is called before the first frame update private void Awake() { //Only if gameManager is null, we init all if it is the first game and then load if there is //some data saved before if (gameManagerInstace == null) { gameManagerInstace = this; DontDestroyOnLoad(gameObject); string myPath = "Assets/Resources/Maps"; DirectoryInfo dir = new DirectoryInfo(myPath); FileInfo[] info = dir.GetFiles("*.txt"); _levels = new Level[info.Length]; _levels[0] = new Level(false, false, false, false); for (int i = 1; i < _levels.Length; i++) { _levels[i] = new Level(false, false, false, true); } _ruby = 100; _nRayPowerUp = 2; SaveAndLoad.Load(); } if (!Advertisement.isInitialized) { Advertisement.Initialize("2988623", true); } }
private void CreateMusicPrefab(int levelSize) { GameObject go = new GameObject(); Manager.MusicTree = MusicWorker.CreateTree(go, levelSize); SaveAndLoad.CreateMusicRootPrefab(go); }
protected override void OnSleep() { // Handle when your app sleeps // TO DO : save all localy SaveAndLoad.SaveLocaly(); }
/// <summary> /// check the inputs /// create and save a new session if all the information are correct /// </summary> /// <param name="sender"></param> /// <param name="e"></param> private void Button_Submit(object sender, EventArgs e) { if (in_quantity.Text != null && pic_sportType.SelectedItem != null && pic_unit.SelectedItem != null) { session.Quantity = float.Parse(in_quantity.Text); session.SType = (SportType)pic_sportType.SelectedItem; session.SUnit = (Unit)pic_unit.SelectedItem; session.SDate = pic_date.Date + pic_time.Time; session.Done = done; session.Weight = float.Parse(in_weight.Text); session.WUnit = (string)pic_weightUnit.SelectedItem; if (edit) { SaveAndLoad.UpDateSession(oldS, session); } else { SaveAndLoad.SaveSession(session); } Application.Current.MainPage = Page; } else { DependencyService.Get <IMessage>().longtime("Incomplete information"); } //SaveAndLoad.LoadSessions(true); }
public static Result<Pyrite> Create(SaveAndLoad sal) { var result = new Result<Pyrite>(); var pyrite = new Pyrite(); result.AddExceptions(pyrite.Initialize(sal).Exceptions); result.Value = pyrite; return result; }
private void guardarGrafoToolStripMenuItem_Click(object sender, EventArgs e) { SaveAndLoad mySave = new SaveAndLoad(); //Instancia de objeto SaveAndLoad VentanaGuardar.InitialDirectory = "c:\\"; //Directorio inicial para el SaveDialog VentanaGuardar.Filter = "graph files (*.graph)|*.graph"; //Filtro de archivos VentanaGuardar.FilterIndex = 2; //Indice del filtr VentanaGuardar.RestoreDirectory = true; //Volver a abrir donde se cerro DialogResult result = VentanaGuardar.ShowDialog(); //Mostrar la ventana de guardado if (result == DialogResult.OK) // Si fue satisfactorio { string file = VentanaGuardar.FileName; //Guardamosla direccion del archivo mySave.WriteToBinaryFile<CGrafo>(file, grafo, false); //Guardamos un archivo .graph // en la direccion que cotiene un objeto tipo CGrafo en binario } }
private void cargarFondoToolStripMenuItem_Click(object sender, EventArgs e) { SaveAndLoad myLoad = new SaveAndLoad(); //Instancia de objeto SaveAndLoad VentanaCargar.InitialDirectory = "c:\\"; //Directorio inicial para el LoadDialog VentanaCargar.Filter = "Images (*.BMP;*.JPG;*.GIF,*.PNG,*.TIFF)|*.BMP;*.JPG;*.GIF;*.PNG;*.TIFF|" + "All files (*.*)|*.*"; //Filtro de archivos VentanaCargar.FilterIndex = 2; //Indice del filtro VentanaCargar.RestoreDirectory = true; //Volver a abrir donde se cerro DialogResult result = VentanaCargar.ShowDialog(); //Mostrar la ventana para cargar if (result == DialogResult.OK) // Si fue satisfactorio { string file; file = VentanaCargar.FileName; //Guardamos la direccion del archivo grafo.Background = (Bitmap) Image.FromFile(VentanaCargar.FileName); //Guardamos la imagen en el grafo Pizarra.BackgroundImage = grafo.Background; //Ponemos de fondo la imagen } }
private void cargarGrafoToolStripMenuItem_Click(object sender, EventArgs e) { SaveAndLoad myLoad = new SaveAndLoad(); //Instancia de objeto SaveAndLoad VentanaCargar.InitialDirectory = "c:\\"; //Directorio inicial para el LoadDialog VentanaCargar.Filter = "graph files (*.graph)|*.graph"; //Filtro de archivos VentanaCargar.FilterIndex = 2; //Indice del filtro VentanaCargar.RestoreDirectory = true; //Volver a abrir donde se cerro DialogResult result = VentanaCargar.ShowDialog(); //Mostrar la ventana para cargar if (result == DialogResult.OK) // Si fue satisfactorio { string file; file = VentanaCargar.FileName; //Guardamos la direccion del archivo grafo = myLoad.ReadFromBinaryFile<CGrafo>(file); //Convertimos de binario a CGrafo con la clase SaveAndLoad if (grafo.Background != null) Pizarra.BackgroundImage = grafo.Background; grafo.DibujarGrafo(Pizarra.CreateGraphics()); //Dibujamos el grafo cargado en el Canvas } }
static bool saveAndQuit() { Console.WriteLine("Are you sure you want to save your customer list? Y/N"); if (confirm()) { Console.WriteLine("Saving...\n"); try { SaveAndLoad save = new SaveAndLoad("customer_list.sav"); save.Save<SavingsAccount>(customerList); Console.WriteLine("Save successful!\n"); } catch { Console.WriteLine("Something went wrong. Please try again."); Console.WriteLine("Press any key to return to the menu..."); Console.ReadKey(); return false; } } Console.WriteLine("Are you sure you want to quit? Y/N"); return confirm(); }
void Awake() { if (inst == null) inst = this; //check if necessary save directories exhist string[] directories = Directory.GetDirectories (Application.dataPath); Debug.Log (Application.dataPath); bool hasGoalDirectory = false; bool hasPlayerDirectory = false; for (int i = 0; i < directories.Length; i++) { Debug.Log ("Directory "+directories[i]); if(directories[i] == Application.dataPath+"/Levels Data") hasGoalDirectory = true; if(directories[i] == Application.dataPath+"/Players Data") hasPlayerDirectory = true; } if (!hasGoalDirectory){ Directory.CreateDirectory (Application.dataPath+"/Levels Data"); Debug.Log("Goals data directory is created"); } else{ //load goals data Debug.Log("Goals have been loaded"); } if (!hasPlayerDirectory){ Directory.CreateDirectory (Application.dataPath+"/Players Data"); Debug.Log("Players data directory is created"); } else{ //load goals data Debug.Log("Players have been loaded"); } redRect = new Rect(10, 10, 100, 30); greenRect = new Rect(redRect.x + redRect.width + 10, redRect.y, redRect.width, redRect.height); blueRect = new Rect(greenRect.x + greenRect.width + 10, redRect.y, redRect.width, redRect.height); resetRect = new Rect(blueRect.x + blueRect.width + 10, redRect.y, redRect.width, redRect.height); loadRect = new Rect(resetRect.x + resetRect.width + 10, redRect.y, redRect.width, redRect.height); }
static void loadCustomers() { Console.WriteLine("Are you sure you want to load a saved customer list?\nThis will delete the current list. Y/N"); if (confirm()) { Console.WriteLine("Loading...\n"); try { SaveAndLoad load = new SaveAndLoad("customer_list.sav"); customerList = load.Load<SavingsAccount>(); Console.WriteLine("Load successful!\n"); } catch { Console.WriteLine("There does not seem to be a valid saved customer list."); } } Console.WriteLine("Press any key to return to the menu..."); Console.ReadKey(); }
private void btnLoadFile_Click(object sender, EventArgs e) { loading = true; //Se marca la bandera cargando como verdadero aristas = 0; //El numero de aristas del grafo se resetea nodos = 0; //El numero de nodos del grafo se resetea SaveAndLoad myLoad = new SaveAndLoad(); //Instancia de objeto SaveAndLoad VentanaCargar.InitialDirectory = "c:\\"; //Directorio inicial para el LoadDialog VentanaCargar.Filter = "graph files (*.graph)|*.graph"; //Filtro de archivos VentanaCargar.FilterIndex = 2; //Indice del filtro VentanaCargar.RestoreDirectory = true; //Volver a abrir donde se cerro DialogResult result; if (!opening) result = VentanaCargar.ShowDialog(); //Mostrar la ventana de carga else result = DialogResult.OK; if (result == DialogResult.OK) // Si fue satisfactorio { string file; if (opening) file = filePath; else file = VentanaCargar.FileName; //Guardamos la direccion del archivo grafo = myLoad.ReadFromBinaryFile<CGrafo>(file); //Convertimos de binario a CGrafo con la clase SaveAndLoad miGrafo.control = true; //Marcamos la varible como true btnNewFile.PerformClick(); //Simulamos un click en el boton NewFile grafo.DibujarGrafo(pbCanvas.CreateGraphics()); //Dibujamos el grafo cargado en el Canvas numeronodos = grafo.nodos.Count; //Actualizamos el numero de nodos foreach (CVertice nodo in grafo.nodos) { nodos++; foreach (CArco a in nodo.ListaAdyacencia) aristas++; } } if (nodos != 0) //Si el grafo tiene nodos { btnDelNode.Enabled = true; //Habilitar el boton borrar nodo rbnBAgregarArista.Enabled = true; //Habilitar el boton agregar arista if (aristas != 0) //Si tiene aristas { rbnEliminarArista.Enabled = true; //Habilitar el boton eliminar arista rbnWarshall.Enabled = true; //Habilitar el boton del algoritmo Warshall rbnDijk.Enabled = true; //Habilitar el boton del algoritmo Dijkstra rbnBKruskal.Enabled = true; //Habilitar el boton del algoritmo Kruskal rbnBPrim.Enabled = true; //Habilitar el boton del algoritmo Prim rbnWarshallND.Enabled = true; //Habilitar el boton del algoritmo Warshall no dirigido btnRecorridoAnchura.Enabled = true; //Habilitar recorrido anchura btnRecorridoProfundidad.Enabled = true; //Habilitar recorrido profundidad } } loading = false; //Ya no se esta cargando }