public GameWorld(ControlManager controlManagerRef) { ControlManagerRef = controlManagerRef; Map = new TileMap(200, 400); MainPlayer = new GamePlayer(this); MainPlayer.Name = "Osama Abulail"; int cloudsCount = (Map.MapWidth*Map.MapHeight)/(20*20); CloudManager = new CloudManager(Map, cloudsCount, CloudDirection.West, 0.5f); MovementManager = new UnitMovementManager(this); SelectionManager = new UnitSelectionManager(this); DockManager = new DockManager(ControlManagerRef); UpperStatusBar = new UpperStatusBar(new Vector2(10, 0), MainPlayer, ControlManagerRef); _trees = new List<Tree>(); // generate random trees. Random r = new Random(); for (int i = 0; i < 4000; i++) { Point treeLoc = new Point(r.Next(0,Map.MapWidth), r.Next(0,Map.MapHeight)); if (Map.MapCellAt(treeLoc).Walkable) { Tree t = new Tree("tree" + r.Next(1, 26), this, treeLoc); _trees.Add(t); } } // border _border = new PictureBox(GameGraphics.GetTexture("gameplay_border").SourceTexture, new Rectangle(0, 0, 1366, 768)); ControlManagerRef.Add(_border); }
private void SelectByID(int searchId) { ISelectionManager selectionManager = this.ultraGrid1; foreach (UltraGridRow row in this.ultraGrid1.Rows) { if (Convert.ToInt32(row.Cells["ID"].Value) == searchId) { if (ultraGrid1.ActiveRowScrollRegion.IsActiveScrollRegion) { ultraGrid1.ActiveRowScrollRegion.ScrollRowIntoView(row); // Activating and selecting are two different things. // Activating the row draws dotted border around it. // Selecting the row highlights it with blue color by default. row.Activated = true; row.Selected = true; break; } } } }
public async Task ActivateAsync(ISelectionManager taskListSelectionManager) { if (taskListSelectionManager == null) { throw new ArgumentNullException(nameof(taskListSelectionManager)); } this.selectionManager = taskListSelectionManager; IStartupManager startupManager = Ioc.Resolve <IStartupManager>(); bool canPerformSync = await startupManager.HandleStartupAsync(); if (!this.platformService.IsNetworkAvailable) { canPerformSync = false; } if (canPerformSync && this.synchronizationManager.CanSyncOnStartup) { await this.synchronizationManager.Sync(); } }
public OverSelectionState(ISelectionManager selectionManager, ISelectionComponent interior) : base(selectionManager, interior.Parent) { ComponentAtCursorPoint = interior; }
public MovingSelectionState(ISelectionManager selectionManager, ISelectionComponent selectionComponent, Point location) : base(selectionManager, selectionComponent.Parent) { ComponentAtCursorPoint = selectionComponent; _actionStartLocation = location; }
public OverEdgeState(ISelectionManager selectionManager, ISelectionComponent edge) : base(selectionManager, edge.Parent) { ComponentAtCursorPoint = edge; }
public SelectingState(ISelectionManager selectionManager, Point actionLocation) : base(selectionManager, null) { _start = actionLocation; }
private void Start() { //gameObjectSelectionManager = GameObject.FindGameObjectWithTag("PlayerUnitManager").GetComponent<PlayerGameObjectSelectionManager>(); _SelectionManager = Managers._PlayerSelectionManager.GetComponents <ISelectionManager>().ThrowIfMoreThanOne(); }
// Use this for initialization void Start() { _SelectionManager = Managers._PlayerSelectionManager.GetComponents <ISelectionManager>().ThrowIfMoreThanOne(); _OriginalColor = GetComponent <Renderer>().material.color; }
public static T GetSelectedItem <T>(this ISelectionManager <T> selectionManager, string scope = null) { Argument.IsNotNull(() => selectionManager); return(selectionManager.GetSelectedItems(scope).LastOrDefault()); }
protected DataProvider(IController parent, IDataProviderOwner owner, IColumnManager columnManager, IRowManager rowManager, ISelectionManager selectionManager) : base(parent) { Owner = owner; ColumnManager = columnManager ?? AddSubController(new ColumnManager(this, owner)); RowManager = rowManager ?? AddSubController(new RowManager(this, owner)); SelectionManager = selectionManager ?? AddSubController(new SelectionManager(this, owner));; }
public MouseInputManager(IUnityInput InputManager, ISelectionManager SelectionManager, IHexDatabase HexDatabase) { this.InputManager = InputManager; this.SelectionManager = SelectionManager; this.HexDatabase = HexDatabase; }
/// <summary> This should be called from OnEnable of the EditorWindow during each Layout event. </summary> public EditorWindowMinimizer([NotNull] EditorWindow targetWindow, [CanBeNull] ISelectionManager windowSelectionManager, bool doAutoMinimize) { Setup(targetWindow, windowSelectionManager, doAutoMinimize); }
public SelectionForm(ISelectionManager selectionManager) { this.selectionManager = selectionManager; this.InitializeComponent(); this.FillCourierTable(); }
private void Start() { _SelectionManager = Managers.GetPlayerSelectionManager().GetComponents <ISelectionManager>().ThrowIfMoreThanOne(); }
public IdleState(ISelectionManager selectionManager, Point actionLocation) : base(selectionManager, null) { }
public SkillSelectionManager(IHexDatabase HexDatabase, IUnitSelectionManager UnitSelectionManager, ISelectionManager SelectionManager, ICrossPlayerController CrossPlayerController) { this.HexDatabase = HexDatabase; this.UnitSelectionManager = UnitSelectionManager; this.CrossPlayerController = CrossPlayerController; SelectionManager.HexClicked += OnHexClicked; }
public void Start() { instance = this; }
/// <summary> /// Initialize a new game if new controllers/models/views are necessary. This is usually done /// when Options changes some settings and various objects need to be reinitialized. /// </summary> /// <param name = "players">Players playing the game</param> private void InitializeNewGame(Player[] players) { IsMouseVisible = true; _camera = new Camera(_graphics); // Why is the board starting at (1600,1100)? No one knows.... _camera.PointTo(new Vector2(1600, 1100)); _controller = Controller.CustomInstance(players); _selectionManager = _controller; _oldKeyboardState = Keyboard.GetState(); _boardViewLayer = new BoardViewLayer(_graphics, _controller); _handViewLayer = new HandViewLayer(_graphics, _controller) {IsCustom = false}; _customViewLayer = new HandViewLayer(_graphics, _controller) {IsCustom = true}; // a blank tile for each player, colors get added later _playerSelection = new Tile[_controller.Players.Count()]; for (int i = 0; i<_controller.Players.Count(); i++) _playerSelection[i] = new Blank {Owner = _controller.Players.ElementAt(i), Space = new Space()}; _selectionPoint = new Point(0, 0); _moveCamera = true; _oldColor = Color.Wheat; _displayHelp = false; _endGame = false; base.Initialize(); }