private static void GatherNodesForward(NodeUI currentNode, NodeCheck.CheckInfo checkInfo, NodeControl nodeController, HashSet <NodeUI> visitedNodes) { var isNewNode = visitedNodes.Add(currentNode); if (!isNewNode) { return; } foreach (var childUID in currentNode.nodeBase.childUID) { if (!string.IsNullOrEmpty(childUID)) { GatherNodesForward(nodeController.dictNode[childUID], checkInfo, nodeController, visitedNodes); } } }
public void AddAIDefenders() { GameObject nodes = GameObject.Find("Nodes"); Node[] nl = nodes.GetComponentsInChildren <Node>(); foreach (Node n in nl) { //if (!n.gameObject.activeSelf) //{ // Debug.Log("!n.gameObject.activeSelf"); //} BGBuildManager.instance.SelectNodeToBuild(n); n.BuildTurret(blueprints[0]); } NodeUI ui = FindObjectOfType <NodeUI>(); ui.Hide(); }
void ConfigureNode(PathGraph graph) { NodeUI nodeUi = nodeImage.GetComponent <NodeUI>(); if (graph.startNode == this) { nodeUi.SetStartNode(); nodeUi.ClearFinishNode(); } else if (graph.finishNode == this) { nodeUi.SetFinishNode(); nodeUi.ClearStartNode(); } else { nodeUi.ClearStartNode(); nodeUi.ClearFinishNode(); } }
public Task <NodeUI> GetNodeAsync(UsageType usageType, string collectionAlias) { var collection = _collectionProvider.GetCollection(collectionAlias); var node = usageType.HasFlag(UsageType.View) ? collection.NodeView : collection.NodeEditor; if (node == null) { throw new InvalidOperationException($"Failed to get UI configuration from collection {collectionAlias} for action {usageType}"); } var nodeUI = new NodeUI(ButtonCallAsync, ListCallAsync); return(Task.FromResult(nodeUI)); async Task <List <ButtonUI>?> ButtonCallAsync(EditContext editContext) { if (node.Buttons == null) { return(null); } return(await GetButtonsAsync(node.Buttons, editContext)); } async Task <List <SectionUI>?> ListCallAsync(EditContext editContext) { if (node.Panes == null) { return(null); } var type = editContext.Entity.GetType(); return(await node.Panes .Where(pane => pane.VariantType.IsSameTypeOrBaseTypeOf(type)) .ToListAsync(pane => GetSectionUIAsync(pane, editContext))); } }
void CalculateTransformPosition(GameObject g) { NodeUI nodeUI = g.GetComponent <NodeUI>(); AbilityTreeNode abilityTreeNode = nodeUI.treeNode; }
private NodeUI nodeUI;//user interface for neodes private void Start() { nodeUI = FindObjectOfType <NodeUI>(); //find nodeui selectedNode = null; //nothing selected }
private void _structTreeView_AfterSelect(object sender, TreeViewEventArgs e) { _activeInstance = (InstanceTreeNode)e.Node.Tag; if (_nodeControl != null) { _nodeControl.Parent.Controls.Remove(_nodeControl); _nodeControl.Dispose(); _nodeControl = null; } _structTreeView.BeginUpdate(); try { if (_activeInstance == null) { _structGridView.DataSource = new List <StructCell>(); } else { NodeUI ui = FindNodeUI(_activeInstance); if (ui != null) { _nodeControl = ui.CreateControl(); _nodeControl.Dock = DockStyle.Fill; splitContainer1.Panel2.Controls.Add(_nodeControl); _structGridView.Visible = false; } else { _structGridView.Visible = true; // _structGridView.DataSource = _activeInstance.Cells; if (_structGridView.DataSource == null) { _structGridView.DataSource = LoadDS(currentInstanceTree); } } // while we're in BeginUpdate, pre-evaluate all cell values _activeInstance.Cells.ToList().ForEach(cell => cell.Value.ToString()); } if (!string.IsNullOrEmpty(this.parent.getFilterField())) { (_structGridView.DataSource as DataTable).DefaultView.RowFilter = string.Format("{0} like '%{1}%'", this.parent.getFilterField(), this.parent.getFilterValue()); } } finally { _structTreeView.EndUpdate(); } var instance = _activeInstance as StructInstance; if (instance == null) { InstanceTree tree = ActiveInstanceTree; if (tree != null) { _hexDump.Stream = FindDataFile(tree).Stream; } _currentStructureHighlighter.SetRange(-1, -1); } else { _hexDump.Stream = instance.Stream; _currentStructureHighlighter.SetRange(instance.Offset, instance.EndOffset); } // Re-select grid if (_structGridView.Rows.Count >= e.Node.Index && _structGridView.CurrentCell != null) { _structGridView.CurrentCell = _structGridView.Rows[e.Node.Index].Cells[_structGridView.CurrentCell.ColumnIndex]; } }
void Awake() { instance = this; this.gameObject.SetActive(false); }
public static void NodeUIStartPostfix(NodeUI __instance) { Traverse.Create(__instance).Field("limitOver").GetValue <BoolReactiveProperty>().Dispose(); }
public DynamoRobotEngine() { OutPortData.Add(new PortData("eng", "The Robot Structural Analysis engine.", typeof(object))); NodeUI.RegisterAllPorts(); }
private void Start() { uiManagerScript = UIManager.GetComponent<NodeUI>(); }
void Start() { nodeUI = NodeUI.instance; }
// Use this for initialization void Awake() { NodeUI = GetComponent <NodeUI>(); }
/// <summary> /// Exports all currently loaded characters. Probably wont export characters that have not been loaded yet, like characters in a different classroom. /// </summary> private void ExportParts() { Logger.LogDebug("Start export"); var node = GameObject.FindObjectOfType <HEdit.NodeSettingCanvas>(); if (node == null) { return; } if (!Directory.Exists(ExportPath)) { Directory.CreateDirectory(ExportPath); } // ADVPartのデータをセーブ int partCount = 0; foreach (KeyValuePair <string, BasePart> keyValuePair in HEditData.Instance.nodes) { if ((keyValuePair.Value.kind != PART_KIND_H) && (keyValuePair.Value.kind != PART_KIND_ADV)) { continue; } // パートの名前を取得 NodeUI _nodeUI = HEdit.HEditGlobal.Instance.nodeControl.dictNode[keyValuePair.Value.uuId]; string partName = _nodeUI.nodeBase.name; // Kindを文字列にする string strKind = (keyValuePair.Value.kind == PART_KIND_ADV)? "ADV" : "H"; string fileName = HEditData.Instance.info.title + "_" + partCount + "_" + strKind + "_" + partName + "." + FileExtension; string fullPath = Path.Combine(ExportPath, fileName); Logger.LogDebug(fileName); partCount++; using (FileStream fileStream = new FileStream(fullPath, FileMode.Create, FileAccess.Write)) { using (BinaryWriter binaryWriter = new BinaryWriter(fileStream)) { //マジックコード binaryWriter.Write(MAGIC); // 名前 binaryWriter.Write(partName); // ここから【EroMakeHScene】の一部と同じ // ADV == 1 or H == 0 binaryWriter.Write(keyValuePair.Value.kind); // キーを書き込み binaryWriter.Write(keyValuePair.Key); keyValuePair.Value.Save(binaryWriter); Logger.Log(BepInEx.Logging.LogLevel.Message, "Exported " + fullPath); } } } Illusion.Game.Utils.Sound.Play(Illusion.Game.SystemSE.ok_s); }
void Awake() { ins = this; selectedType = tipo.ICE; }
void Start() { buildManager = BuildManager.instance; nodeUi = buildManager.nodeUI; }