public void TestConcatenating2() { ObservableCollection <ObservableCollection <Item> > items = new ObservableCollection <ObservableCollection <Item> >( new[] { new ObservableCollection <Item>( new[] { new Item(), new Item(), new Item(), new Item() } ), new ObservableCollection <Item>( new[] { new Item(), new Item(), new Item(), new Item() } ) } ); OcConsumer consumer = new OcConsumer(); Concatenating <Item> concatenating1 = items.Concatenating(); Selecting <Item, Item> concatenating = concatenating1.Selecting(i => i).For(consumer); concatenating1.For(consumer); concatenating.ValidateInternalConsistency(); consumer.Dispose(); }
protected virtual void OnSelecting(ItemListEventArgs args) { if (Selecting != null) { Selecting.Invoke(this, args); } }
public virtual void SelectByText(string value) { Selecting?.Invoke(this, new ComponentActionEventArgs(this, value)); if (WrappedElement.Text != value) { WrappedElement.SendKeys(value); } Selected?.Invoke(this, new ComponentActionEventArgs(this, value)); }
protected override void SetUpAwake() { base.SetUpAwake(); gameObject.tag = "Enemy"; gameObject.layer = LayerMask.NameToLayer("Enemy"); anim = GetComponent <Animator>(); selecting = Instantiate(VFXManager.SelectingEnemyPrefab, transform); selecting.StartUp(this); selecting.gameObject.SetActive(false); render.sortingLayerName = "Current"; }
protected virtual void DefaultSelectByIndex(Select select, int index) { Selecting?.Invoke(this, new ElementActionEventArgs(select, index.ToString())); var nativeSelect = new SelectElement(WrappedElement); nativeSelect.SelectByIndex(index); WrappedElement = null; ShouldCacheElement = false; Selected?.Invoke(this, new ElementActionEventArgs(select, nativeSelect.SelectedOption.Text)); }
protected virtual void DefaultSelectByText(Select select, string value) { Selecting?.Invoke(this, new ElementActionEventArgs(select, value)); var nativeSelect = new SelectElement(WrappedElement); nativeSelect.SelectByText(value); WrappedElement = null; ShouldCacheElement = false; Selected?.Invoke(this, new ElementActionEventArgs(select, value)); }
public void SelectByText(string value) { Selecting?.Invoke(this, new ElementActionEventArgs <IOSElement>(this, value)); if (WrappedElement.Text != value) { WrappedElement.Click(); var elementCreateService = ServicesCollection.Current.Resolve <ElementCreateService>(); var innerElementToClick = elementCreateService.CreateByValueContaining <RadioButton>(value); innerElementToClick.Click(); } Selected?.Invoke(this, new ElementActionEventArgs <IOSElement>(this, value)); }
public virtual void SelectByText(string value) { Selecting?.Invoke(this, new ComponentActionEventArgs <OpenQA.Selenium.Appium.Android.AndroidElement>(this, value)); if (WrappedElement.Text != value) { WrappedElement.Click(); var elementCreateService = ServicesCollection.Current.Resolve <ComponentCreateService>(); var innerElementToClick = elementCreateService.CreateByTextContaining <RadioButton>(value); innerElementToClick.Click(); } Selected?.Invoke(this, new ComponentActionEventArgs <OpenQA.Selenium.Appium.Android.AndroidElement>(this, value)); }
public void SubExpessing() { Param param = new Param(); ObservableCollection <Item> items = new ObservableCollection <Item>( new[] { new Item(true), new Item(false), new Item(true), new Item(false), new Item(true) } ); Filtering <Item> filtering = Expr.Is(() => items).Computing().Filtering(item => Expr.Is(() => param.Value ? (ObservableCollection <Item>)items.Filtering(item1 => true) : items.Filtering(item1 => item1.IsActive == item.IsActive)).Computing().Value.Count == 3).IsNeededFor(consumer); Filtering <Item> filtering2 = items.Filtering(item => (param.Value ? items.Filtering(item1 => true) : items.Filtering(item1 => item1.IsActive == item.IsActive)).Count == 3).IsNeededFor(consumer); Expression <Func <ObservableCollection <Item> > > expression = () => param.Value ? (ObservableCollection <Item>)items.Filtering(item1 => true) : items.Filtering(item1 => item1.IsActive == false); Selecting <Item, bool> selecting = expression.Computing().Selecting(item => item.IsActive).IsNeededFor(consumer); filtering.ValidateConsistency(); filtering2.ValidateConsistency(); param.Value = true; filtering.ValidateConsistency(); filtering2.ValidateConsistency(); consumer.Dispose(); }
public static void LoadData() { // Load Prefabs FirePrefab = Resources.Load <ControlPartice>("Prefabs/VFXBurnt"); PoisonPrefab = Resources.Load <ControlPartice>("Prefabs/VFXPoison"); DustPrefab = Resources.Load <Dust>("Prefabs/Bui"); SelectingEnemyPrefab = Resources.Load <Selecting>("Prefabs/SelectingEnemy"); giatDien = Resources.Load <AnimationQ>("Prefabs/VFXGiatDien"); IcePrefab = Resources.Load <SpriteRenderer>("Prefabs/Ice"); // Load Sprites SpritesDust = Resources.LoadAll <Sprite>("Sprites/bui"); SpritesIce = Resources.LoadAll <Sprite>("Sprites/Ices"); // LoadPooling PoolingParrent = new GameObject("PoolingParrent").transform; PoolingParrent.transform.parent = GameController.Instance.transform; IDPooling_Fire = PoolingGameObject.PoolingMain.AddPrefab(FirePrefab); IDPooling_Dust = PoolingGameObject.PoolingMain.AddPrefab(DustPrefab); IDPooling_Poison = PoolingGameObject.PoolingMain.AddPrefab(PoisonPrefab); Debug.Log("VFX Loaded"); }
internal void OnSelecting(SelectingEventArgs args) { Selecting?.Invoke(this, args); }
//This is responsible for indicating the selected character, and providing confirmation functionality private void CharacterSelect(object sender, RoutedEventArgs e) { clickCount += 1; if (CharacterSelecting == Selecting.player) { //On character select if (clickCount == 0) { Selected.Text = ((Button)sender).Tag.ToString(); AssignCharacter(); UpdateStatBars(); ConfirmMessage.Visibility = Visibility.Visible; } //Selecting first character else if (clickCount == 1) { //Clicking another character if (Selected.Text != ((Button)sender).Tag.ToString()) { ConfirmMessage.Visibility = Visibility.Visible; Selected.Text = ((Button)sender).Tag.ToString(); AssignCharacter(); UpdateStatBars(); } //Character confirmed else if (Selected.Text == ((Button)sender).Tag.ToString()) { CharacterSelecting = Selecting.computer; Selected.Text = ""; SwitchToComputer(); } clickCount = 0; } } else if (CharacterSelecting == Selecting.computer) { //On character select if (clickCount == 0) { Selected.Text = ((Button)sender).Tag.ToString(); AssignCharacter(); UpdateStatBars(); ConfirmMessage.Visibility = Visibility.Visible; } //Selecting first character else if (clickCount == 1) { //Clicking another character if (Selected.Text != ((Button)sender).Tag.ToString()) { ConfirmMessage.Visibility = Visibility.Visible; Selected.Text = ((Button)sender).Tag.ToString(); AssignCharacter(); UpdateStatBars(); } //Character confirmed else if (Selected.Text == ((Button)sender).Tag.ToString()) { AssignCharacter(); CharacterSelecting = Selecting.computer; Selected.Visibility = Visibility.Collapsed; ComputerSelectName.Visibility = Visibility.Collapsed; ConfirmMessage.Visibility = Visibility.Collapsed; SelectedTxt.Visibility = Visibility.Collapsed; VersusMessage.Text = $"{PlayerCharacter} vs. {ComputerCharacter}"; } clickCount = 0; } } }
internal static void OnSelecting() => Selecting?.Invoke(null, EventArgs.Empty);