public static Floating GetControl(string name) { Floating control = null; createdControl.TryGetValue(name, out control); return(control); }
protected override void OnAttached() { if (!(Element is Page)) { return; } OnceInitializeAction = Initialize; _formsLayout = Floating.GetContent(Element); _formsLayout.Parent = Element; _page = Element as Page; _page.SizeChanged += PageSizeChanged; _page.LayoutChanged += PageLayoutChanged; void BindingContextChanged(object sender, EventArgs e) { // When the target is a Page, since OnDetached method isn't automatically called, // manually make it call at this timing. if (_page.BindingContext != null && !IsAttached) { return; } _page.BindingContextChanged -= BindingContextChanged; var toRemove = Element.Effects.OfType <AiRoutingEffectBase>().FirstOrDefault(x => x.EffectId == ResolveId); Element.Effects.Remove(toRemove); } _page.BindingContextChanged += BindingContextChanged; }
// Start is called before the first frame update void Start() { phase3Backend = new GameObject(); phase3Frontend = new GameObject(); explosionDeathInstance = Instantiate( explosionDeath, Vector3.zero, explosionDeath.transform.rotation ); InitVulnerableParts(); flyToLinear = GetComponent <FlyToLinear>(); bossBodyTransform = transform.Find("Boss Body"); spinning = GetComponent <RotateAroundLinear>(); spinAround = GetComponent <Spinning>(); enemyShooting = GetComponent <EnemyShooting>(); floating = bossBodyTransform.GetComponent <Floating>(); rocket1Spawn = lowerRocketParts.transform.Find("Lower Rocket Jet").gameObject; rocket2Spawn = upperRocketParts.transform.Find("Upper Rocket Jet").gameObject; hangarSpawn = hangarParts.transform.Find("Hangar Opening").gameObject; rocket1 = lowerRocketParts.transform.Find("Lower Rocket Open").GetComponent <RotateAroundLinear>(); rocket2 = upperRocketParts.transform.Find("Upper Rocket Open").GetComponent <RotateAroundLinear>(); hangar = hangarParts.transform.Find("Hangar Door").GetComponent <RotateAroundLinear>(); roundDone = true; initMoveSpeed = moveSpeed; initRotationSpeed = spinning.speed; }
void Start() { explosionSound = GameObject.FindGameObjectWithTag("ExplosionSound").GetComponent <AudioSource>(); floating = GetComponent <Floating>(); boxCol = GetComponent <BoxCollider2D>(); rb = GetComponent <Rigidbody2D>(); }
/// <summary> /// Formats the shape. /// </summary> /// <param name="area">The area to fit in the shape.</param> /// <param name="previousFormatInfo"></param> internal override void Format(Area area, FormatInfo previousFormatInfo) { Floating floating = GetFloating(); bool fits = floating == Floating.None || this.ShapeHeight <= area.Height; ((ShapeFormatInfo)this.renderInfo.FormatInfo).fits = fits; FinishLayoutInfo(area); }
/// <summary> /// Formats the shape. /// </summary> /// <param name="area">The area to fit in the shape.</param> /// <param name="previousFormatInfo"></param> public override void Format(Area area, FormatInfo previousFormatInfo) { Floating floating = GetFloating(); bool fits = floating == Floating.None || ShapeHeight <= area.Height; ((ShapeFormatInfo)_renderInfo.FormatInfo).Fits = fits; FinishLayoutInfo(area); }
private void Awake() { this._bu = base.transform.GetComponent <Buoyancy>(); this._fl = base.transform.GetComponent <Floating>(); this._rb = base.transform.GetComponent <Rigidbody>(); this._startDrag = this._rb.drag; this._startAngularDrag = this._rb.angularDrag; }
private void Awake() { this._bu = base.transform.GetComponent<Buoyancy>(); this._fl = base.transform.GetComponent<Floating>(); this._rb = base.transform.GetComponent<Rigidbody>(); this._startDrag = this._rb.drag; this._startAngularDrag = this._rb.angularDrag; }
public static void HideFlaoting(string name) { Debug.Log("Hide Control: " + name); Floating control = null; createdControl.TryGetValue(name, out control); if (control != null) { control.Active = false; } }
void Start() { this.transform.position = new Vector3(); for (int i = 0; i < m_NumberOfSpheres; i++) { var sphere = GameObject.CreatePrimitive(PrimitiveType.Sphere); var size = Random.Range(1f, 2.5f); sphere.transform.localScale = new Vector3(size, size, size); sphere.transform.parent = this.transform; sphere.renderer.material.color = Color.red; var location = new Vector3(); var kill = false; for (int j = 0; j < 5000; j++) { location = CalculatePoint(new Vector3()); if (!TouchingAnotherCircle(location, size / 10f)) { break; } if (j > 4800) { kill = true; } } sphere.transform.localPosition = location; if (kill) { Destroy(sphere); } else { m_List.Add(sphere); } } this.transform.position = new Vector3(76, -13, 0); foreach (var sphere in m_List) { Floating.AttachToGameObject(sphere, new Vector3(Random.Range(-1f, 1f), Random.Range(-1f, 1f), 0)); //Vector3 Strength = new Vector3(0.5f, 0.5f, 0.5f); //float Freq = 0.25f; //sphere.AddComponent(typeof(MegaNoise)); //var noise = (MegaNoise)sphere.GetComponent(typeof(MegaNoise)); //noise.Strength = Strength; //noise.Animate = true; //noise.Freq = Freq; //noise.Phase = Random.Range(0f, 100f); } //Debug.Log("tesssssss " + this.transform.localPosition + " fdswgvergerg " + this.transform.position); }
static void Main(string[] args) { double a = 1.25; Floating b = new Floating(a); Console.WriteLine(b); double c = b.ToDouble(); Console.WriteLine(b.ExponentBinary); Console.WriteLine(b.ExponentInt()); Console.WriteLine(c); }
/// <summary> /// Determines if the given value represents a valid state of this property. /// </summary> /// <param name="value">The state that should be used.</param> /// <returns>True if the state is valid, otherwise false.</returns> protected override Boolean IsValid(CSSValue value) { Floating mode; if (modes.TryGetValue(value, out mode)) { _mode = mode; return(true); } return(false); }
IEnumerator Waitforconnection() { while (!Client.instance.isConnected) { yield return(new WaitForSeconds(0.03f)); } Cursor.visible = false; Floating _one = uno.GetComponent <Floating>(); Floating _two = due.GetComponent <Floating>(); _one.degreesPerSecond = _two.degreesPerSecond = 1500; _one.amplitude = _two.amplitude = 0.2f; Animazioni(); }
protected override void OnAttached() { if (!(Element is XF.Page)) { return; } var layout = Floating.GetContent(Element); layout.Parent = Element; // All following process is done on the side of FloatingLayoutRenderer. Platform.CreateRendererWithContext(layout, Container.Context); }
void Start() { currentHP = hp; currentFloating = transform.root.GetComponent <Floating>(); SetColorCup(); if (projectileType == ThrowerType.Beer) { sp = GameObject.Find("BeerPool").GetComponent <SimplePooling>(); } else if (projectileType == ThrowerType.Flipflop) { sp = GameObject.Find("FlipflopPool").GetComponent <SimplePooling>(); } if (projectileType == ThrowerType.Mic) { sp = GameObject.Find("MicPool").GetComponent <SimplePooling>(); } if (projectileType == ThrowerType.Plate) { sp = GameObject.Find("PlatePool").GetComponent <SimplePooling>(); } if (projectileType == ThrowerType.Redcup) { sp = GameObject.Find("RedcupPool").GetComponent <SimplePooling>(); } if (projectileType == ThrowerType.Speaker) { sp = GameObject.Find("SpeakerPool").GetComponent <SimplePooling>(); } if (projectileType == ThrowerType.Money) { sp = GameObject.Find("MoneyPool").GetComponent <SimplePooling>(); } if (projectileType == ThrowerType.Coffin) { sp = GameObject.Find("CoffinPool").GetComponent <SimplePooling>(); } rb = gameObject.GetComponent <Rigidbody>(); if (danceID != -1) { anim.SetInteger("DanceID", danceID); } else { anim.SetInteger("DanceID", Random.Range(0, 3)); } }
public static void Main(string[] args) { Vehicle sv = new SpecialVehicle(); Vehicle pv = new PublicVehicle(); sv.PrintMessage(); pv.PrintMessage(); sv.PrintPlate(); pv.PrintPlate(); INumber intNumber = new Integer(42); Floating floating = new Floating(3.14f); intNumber.PrintValue(); floating.PrintValue(); }
public void OnMouseDown() { if (editorModeOn && player.GetComponent <EditorGUI>().toggleDrag) { // If the object being dragged is floating (like the health drop) // The Floating script is temporarily removed if (!missingFloating && gameObject.GetComponent <Floating>()) { floatingScript = gameObject.GetComponent <Floating>(); Destroy(floatingScript); missingFloating = true; } // Pulls object to the cursor deltaX = Camera.main.ScreenToWorldPoint(Input.mousePosition).x - transform.position.x; deltaY = Camera.main.ScreenToWorldPoint(Input.mousePosition).y - transform.position.y; } }
public static void RepositionMask() { Page firstPage = PageStack.Peek(); if (firstPage.Overlay) { Floating control = ShowFlaoting("MaskControl", null, firstPage.Depth - 1); control.transform.SetAsLastSibling(); control.transform.SetSiblingIndex(firstPage.transform.GetSiblingIndex()); } else { Floating c = GetControl("MaskControl"); if (c != null) { c.Active = false; } } }
/// <summary> /// 控件,是指整个游戏中只有一个实例的视图 /// 控件由 UIEngine 直接管理,parent 坐标固定为(0,0) /// 因此控件的位置,缩放等可以提前设计 /// </summary> /// <param name="name"></param> /// <returns></returns> public static Floating ShowFlaoting(string name, string param = null, int depth = UIDepth.High) { Debug.Log("Show Control: " + name); Floating control = null; createdControl.TryGetValue(name, out control); if (control == null) { var prefab = LoadControlPrefab(name); if (prefab == null) { Debug.LogError("control prefab:" + name + " not found"); return(null); } var root = GetRootFromDepth(depth); var go = GameObject.Instantiate(prefab); control = go.GetComponent <Floating>(); control.name = prefab.name; control.transform.parent = root.transform; control.transform.localScale = Vector2.one; control.rectTransform.anchorMin = Vector2.zero; control.rectTransform.anchorMax = Vector2.one; control.rectTransform.offsetMin = Vector2.zero; control.rectTransform.offsetMax = Vector2.zero; control.OnCreate(); createdControl[name] = control; } control.param = param; control.OnParamChanged(); control.Active = true; control.Depth = depth; return(control); }
internal override void Reset() { _mode = Default; }
public void SetState(Floating mode) { _mode = mode; }
private void OnTriggerEnter(Collider other) { if (other.name == "ReviveZone") { if (anim.GetBool("Rescue") == false) { return; } anim.ResetTrigger("Attack"); anim.ResetTrigger("Impact"); anim.ResetTrigger("Hurt"); anim.ResetTrigger("HeavyHurt"); anim.SetBool("Move", false); GetComponent <AudioSource>().PlayOneShot(savedSFX); //hack Must Delay transform.parent = other.transform.root; isEnemy = false; currentHP = hp / 2; isDeath = false; currentFloating = transform.root.GetComponent <Floating>(); if (currentFloating.npcs.Contains(this) == false) { currentFloating.npcs.Add(this); } GameObject.Find("Player").GetComponent <CharacterMovement>().SetNPCRevive(); SetColorCup(); ///hack careful for multiplayer if (danceID != -1) { anim.SetInteger("DanceID", danceID); } else { anim.SetInteger("DanceID", Random.Range(0, 3)); } gameObject.layer = LayerMask.NameToLayer("NPC"); anim.SetBool("OnWater", false); anim.SetBool("Death", false); rb.velocity = Vector3.zero; rb.isKinematic = false; anim.SetBool("Rescue", false); CheckDuty(); } else if (other.name == "Saver") { if (other.transform.root.GetComponent <CharacterMovement>().npcOnHand == null) { GetComponent <AudioSource>().PlayOneShot(savingSFX); anim.SetBool("Rescue", true); Debug.Log("Got Save"); other.transform.root.gameObject.GetComponent <CharacterMovement>().SetNpcOnHand(this); transform.parent = other.transform.root; GetComponent <Rigidbody>().isKinematic = true; transform.localPosition = Vector3.zero; } } else if (other.name == "HitBox") { if (currentFloating.isPlayerFloating && other.transform.root.name == "Player") { return; } if (other.transform.root.name != transform.root.name) { GetComponent <AudioSource>().clip = hurtSFX[Random.Range(0, hurtSFX.Length)]; GetComponent <AudioSource>().Play(); if (other.GetComponent <HeavyObject>() != null) { anim.SetTrigger("HeavyHurt"); currentHP -= 5; if (currentFloating.lenNumber == Floating.floatingPosition.Top) { rb.AddForce(0, 25, 50); } else if (currentFloating.lenNumber == Floating.floatingPosition.Bottom) { rb.AddForce(0, 25, -50); } } else { currentHP -= 3; anim.SetTrigger("Hurt"); } } } else if (other.GetComponent <ThrowingObject>() != null) { if (currentFloating.name != other.tag) { GetComponent <AudioSource>().clip = hurtSFX[Random.Range(0, hurtSFX.Length)]; GetComponent <AudioSource>().Play(); if (other.GetComponent <ThrowingObject>().damge > 1) { anim.SetTrigger("HeavyHurt"); if (currentFloating.lenNumber == Floating.floatingPosition.Top) { rb.AddForce(0, 25, 50); } else if (currentFloating.lenNumber == Floating.floatingPosition.Bottom) { rb.AddForce(0, 25, -50); } } else { anim.SetTrigger("Hurt"); } currentHP -= other.GetComponent <ThrowingObject>().damge; other.gameObject.SetActive(false); } } else { } if (currentHP <= 0 && isDeath == false) { Bounce(); } }
void EndEase(Vector3 offset) { CurrentPosition = SwapPosition(CurrentPosition); Floating.AttachToGameObject(gameObject, offset, CurrentPosition == TogglePosition.Open ? c_FloatMin : c_FloatMax); }
internal override void Reset() { _mode = Floating.None; }