/* * Private. */ private GameObject CreateAgentsRoot() { var root = new GameObject("Agents"); root.transform.SetParent(ContextView.As <Transform>()); return(root); }
/// <summary> /// 向服务器发送请求 /// </summary> /// <param name="url">URL.</param> public void Request(string url) { this.URL = url; MonoBehaviour root = ContextView.GetComponent <GameRoot>(); root.StartCoroutine(GetMsg()); }
/// Recurses through Transform.parent to find the GameObject to which ContextView is attached /// Has a loop limit of 100 levels. /// By default, raises an Exception if no Context is found. virtual protected void bubbleToContext(MonoBehaviour view, bool toAdd, bool finalTry) { const int LOOP_MAX = 100; int loopLimiter = 0; Transform trans = view.gameObject.transform; while (trans.parent != null && loopLimiter < LOOP_MAX) { loopLimiter++; trans = trans.parent; if (trans.gameObject.GetComponent <ContextView>() != null) { ContextView contextView = trans.gameObject.GetComponent <ContextView>() as ContextView; AddViewToContext(view, toAdd, contextView); } } if (requiresContext && finalTry) { //last ditch. If there's a Context anywhere, we'll use it! if (Context.firstContext != null) { Context.firstContext.AddView(view); registeredWithContext = true; return; } string msg = (loopLimiter == LOOP_MAX) ? msg = "A view couldn't find a context. Loop limit reached." : msg = "A view was added with no context. Views must be added into the hierarchy of their ContextView lest all hell break loose."; msg += "\nView: " + view.ToString(); throw new MediationException(msg, MediationExceptionType.NO_CONTEXT); } }
private void bubbleToContext(MonoBehaviour view, BubbleType type, bool finalTry) { if (!_hasContextView) { _contextView = FindTheNearestContextView(view, out _hasContextView); } if (_hasContextView && _contextView.context != null) { var context = _contextView.context; switch (type) { case BubbleType.Add: context.AddView(view); registeredWithContext = true; return; case BubbleType.Remove: context.RemoveView(view); return; case BubbleType.Enable: context.EnableView(view); return; case BubbleType.Disable: context.DisableView(view); return; default: throw new ArgumentOutOfRangeException(type.ToString()); } } if (finalTry && type == BubbleType.Add) { //last ditch. If there's a Context anywhere, we'll use it! if (Context.firstContext != null) { Context.firstContext.AddView(view); registeredWithContext = true; return; } var msg = "A view couldn't find a context. Loop limit reached. or " + "A view was added with no context. Views must be added into the hierarchy of their ContextView lest all hell break loose."; msg += "\nView: " + view; throw new MediationException( msg, MediationExceptionType.NO_CONTEXT); } }
/// <summary> /// Fires after all injections satisifed. /// Override and place your Actor/Director relationship initialization code here /// </summary> public virtual void OnRegister(IActor actor) { ///Beware, never try here to access other Director via Actor.GetDirectorComponent<T>() method, we're not sur /// other GameObject actor component have been awake (and bind to a Director) or not ///Example : myItemDirector = Actor.GetDirectorComponent<IItemDirector>(); Actor = actor; if (ContextView.hasAlreadyStart()) { Start(); } }
protected void Start() { ContextView contextView = GetComponentInParent <ContextView>(); IContext context = contextView?.context ?? Context.firstContext; if (context != null && context is CrossContext) { (contextView.context as CrossContext).injectionBinder.Bind <EventSource>().ToValue(this).ToSingleton().CrossContext(); } CheckForEM(); }
public ContextViewModel() { Title = "Контекст"; Name = "ContextViewModel"; ContentId = Guid.Parse("2d5213da-fdd3-43b9-9483-f3b699659c7a"); CanClose = true; IsClosed = false; ContextView contextView = new ContextView(); contextView.DataContext = this; UserInterface = contextView; }
public void PostConstruct() { if (ContextView.hasAlreadyStart()) { WarmUp(); Start(); } else { WarmupSignal.AddOnce(WarmUp); StartSignal.AddOnce(Start); } }
/// Recurses through Transform.parent to find the GameObject to which ContextView is attached /// Has a loop limit of 100 levels. /// By default, raises an Exception if no Context is found. virtual protected void bubbleToContext(MonoBehaviour view, bool toAdd, bool finalTry) { const int LOOP_MAX = 100; int loopLimiter = 0; Transform trans = view.gameObject.transform; while (trans.parent != null && loopLimiter < LOOP_MAX) { loopLimiter++; trans = trans.parent; if (trans.gameObject.GetComponent <ContextView>() != null) { ContextView contextView = trans.gameObject.GetComponent <ContextView>() as ContextView; if (contextView.context != null) { IContext context = contextView.context; if (toAdd) { context.AddView(view); registeredWithContext = true; return; } else { context.RemoveView(view); return; } } } } if (requiresContext && finalTry) { //last ditch. If there's a Context anywhere, we'll use it! if (Context.firstContext != null) { Context.firstContext.AddView(view); registeredWithContext = true; return; } } if (requiresContext && !finalTry && !toAdd) { //last ditch. If there's a Context anywhere, we'll use it! if (Context.firstContext != null) { Context.firstContext.RemoveView(view); return; } } }
public IView Run() { var ctx = AssemblyModel.GetContext(Context); var namespaces = AssemblyModel.ListNamespaces(Context); var view = new ContextView { Context = ctx, Assemblies = ctx.Assemblies.Values.ToList(), Namespaces = namespaces }; return(view); }
public virtual void PostConstruct() { if (ContextView.hasAlreadyStart()) { WarmUp(); //Dans cette situation on n'execute le StartUp que sur la fin sur le onRegister pour permettre aux implementations // de StartUp de faire reference à l'acteur du directeur. } else { WarmupSignal.AddOnce(WarmUp); StartSignal.AddOnce(Start); } }
public override void OnObjectChanged() { foreach (var instance in m_instances) { Destroy(instance.gameObject); } m_instances.Clear(); foreach (var @object in Object) { ContextView view = m_prefabs.FirstOrDefault(contextView => contextView.AcceptObject(@object)); m_instances.Add(Instantiate(view, m_parent, false)); m_instances.Last().SetObject(@object); } }
protected void AddViewToContext(MonoBehaviour view, bool toAdd, ContextView contextView) { if (contextView.context != null) { IContext context = contextView.context; if (toAdd) { context.AddView(view); registeredWithContext = true; return; } else { context.RemoveView(view); return; } } }
protected void Awake() { ContextView contextView = GetComponentInParent <ContextView>(); IContext context = contextView?.context ?? Context.firstContext; if (context != null && context is CrossContext) { injectionBinder = (contextView.context as CrossContext).injectionBinder; injectionBinder.Bind <EntityManager>().ToValue(this).ToSingleton().CrossContext(); } ES = GetComponent <EventSource>() ?? FindObjectOfType <EventSource>(); if (ES == null) { throw new Exception("Unable to find active EventSource in scene"); } Reset(); Filters = new List <Action <IModifier, Action <IModifier> > >(); }
/// Recurses through Transform.parent to find the GameObject to which ContextView is attached /// Has a loop limit of 100 levels. /// By default, raises an Exception if no Context is found. virtual protected void bubbleToContext(MonoBehaviour view, bool toAdd, bool finalTry) { const int LOOP_MAX = 100; int loopLimiter = 0; Transform trans = view.gameObject.transform; while (trans.parent != null && loopLimiter < LOOP_MAX) { loopLimiter++; trans = trans.parent; if (trans.gameObject.GetComponent <ContextView>() != null) { ContextView contextView = trans.gameObject.GetComponent <ContextView>() as ContextView; if (contextView.context != null) { IContext context = contextView.context; if (toAdd) { context.AddView(view); registeredWithContext = true; return; } else { context.RemoveView(view); return; } } } } if (requiresContext && finalTry) { string msg = (loopLimiter == LOOP_MAX) ? "A view couldn't find a context. Loop limit reached." : "A view was added with no context. Views must be added into the hierarchy of their ContextView lest all hell break loose."; msg += "\nView: " + view; Debug.LogWarning(msg); } }
public void CanFilterBlockNodeByShaderStage() { GraphData graph = new GraphData(); graph.AddContexts(); var node = new BlockNode(); node.Init(s_DescriptorA); var contextView = new ContextView("Test", graph.vertexContext, null); var methodInfo = typeof(StackNode).GetMethod("AcceptsElement", BindingFlags.Instance | BindingFlags.NonPublic, null, new[] { typeof(GraphElement), typeof(int).MakeByRefType(), typeof(int) }, null); Assert.IsNotNull(methodInfo); var acceptsElement = (bool)methodInfo.Invoke(contextView, new object[] { new MaterialNodeView() { userData = node }, 0, 0 }); Assert.IsFalse(acceptsElement); }
private async void ContextView_Clicked(Controls.MenuItem menu, ContextView sender) { var id = (long)sender.Identifier; VideoCategory category = UserData.VideoCategoryViews.Find(x => x.EntityId == id); switch (menu.Identifier) { case "Remove": var value = await Application.Current.MainPage.DisplayAlert("DeleteOperation".GetString(), "PlayListDelete".GetString(), "Yes".GetString(), "No".GetString()); if (value) { category.State = State.Removed; await UserData.SaveCategory(category); } break; case "Edit": await UserData.CreateEditPlayList(category); break; } }
public RestContext(ContextView contextView) : base(contextView) { }
public DeviceAuthenticationContext(ContextView contextView) : base(contextView) { }
public PersistContext(ContextView contextView) : base(contextView) { }
public SignalContext(ContextView contextView) : base(contextView) { }
public void PostConstruct() { Runner = ContextView.AddComponent <RoutineRunnerBehaviour> (); }
public MyContext(ContextView view) : base(view) { }
public ContextFactory(ContextView contextView, EntityNamespace entityNamespace) { this.contextView = contextView; this.nameSpace = entityNamespace; }
/// Recurses through Transform.parent to find the GameObject to which ContextView is attached /// Has a loop limit of 100 levels. /// By default, raises an Exception if no Context is found. virtual protected void bubbleToContext(MonoBehaviour view, BubbleType type, bool finalTry) { const int LOOP_MAX = 100; int loopLimiter = 0; Transform trans = view.gameObject.transform; while (trans.parent != null && loopLimiter < LOOP_MAX) { loopLimiter++; trans = trans.parent; if (trans.gameObject.GetComponent <ContextView>() != null) { ContextView contextView = trans.gameObject.GetComponent <ContextView>() as ContextView; if (contextView.context != null) { IContext context = contextView.context; bool success = true; switch (type) { case BubbleType.Add: context.AddView(view); registeredWithContext = true; break; case BubbleType.Remove: context.RemoveView(view); break; case BubbleType.Enable: context.EnableView(view); break; case BubbleType.Disable: context.DisableView(view); break; default: success = false; break; } if (success) { return; } } } } if (requiresContext && finalTry && type == BubbleType.Add) { //last ditch. If there's a Context anywhere, we'll use it! if (Context.firstContext != null) { Context.firstContext.AddView(view); registeredWithContext = true; return; } string msg = (loopLimiter == LOOP_MAX) ? msg = "A view couldn't find a context. Loop limit reached." : msg = "A view was added with no context. Views must be added into the hierarchy of their ContextView lest all hell break loose."; msg += "\nView: " + view.ToString(); throw new MediationException(msg, MediationExceptionType.NO_CONTEXT); } }
public LogContext(ContextView contextView) : base(contextView) { }
public GameContext(ContextView contextView) : base(contextView) { }
public static Coroutine StartCoroutine(IEnumerator routine) { return(ContextView.StartCoroutine(routine)); }
public EchoContext(ContextView contextView) : base(contextView) { }