public EMP_ViewProjects(int id, string type)
 {
     ID            = id;
     Type          = type;
     controllerObj = new Controller();
     InitializeComponent();
     if (Type != "Admin")
     {
         Add.Hide();
         Delete.Hide();
         label2.Hide();
         label5.Hide();
         StatusText.Hide();
         Confirm.Hide();
         newStatus.Hide();
         Company.Hide();
     }
     else
     {
         label5.Hide();
         Company.Hide();
         DataTable C = controllerObj.SelectAllCompanies();
         Company.DataSource    = C;
         Company.DisplayMember = "Name";
         Company.ValueMember   = "CID";
         button_ViewProj.Text  = "Edit Selected";
     }
 }
Exemple #2
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    public IEnumerator ProcessPLY(string input, string output)
    {
        string pinput  = Path.GetFullPath(input);
        string poutput = Path.GetFullPath(output);

        Debug.Log("converting " + pinput + " into " + poutput);
        if (File.Exists(input))
        {
            string parameters = " \"" + pinput + "\" -o \"" + poutput + "\" -t " + this.siteData.custom.modelType;

            StatusText.SetText("Converting " + input + "into octree format and caching");

            var stopwatch = new System.Diagnostics.Stopwatch();
            stopwatch.Start();
            var proc = System.Diagnostics.Process.Start(Path.GetFullPath(GameManager.pathToPotreeExecutable), parameters);
            while (!proc.HasExited)
            {
                yield return(null);
            }
            // proc.WaitForExit();
            // proc.CloseMainWindow();
            StatusText.Hide();
            stopwatch.Stop();
            Debug.Log("Done in " + stopwatch.Elapsed.Seconds + " seconds");
        }
        yield return(null);
    }
Exemple #3
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 private void endInstallation(string reason, bool failed)
 {
     InstallProgress.Value = 100;
     BetaRadio.Hide();
     InstallButton.Hide();
     UninstallButton.Hide();
     UpdateButton.Hide();
     ReinjectButton.Hide();
     StatusText.Hide();
     StatusLabel.Show();
     StatusLabel.Text      = operation == "UPDATE" ? "Update " + (failed ? "failed" : "complete") : (operation == "UNINSTALL" ? "Unin" : "In") + "stallation " + (failed ? " failed." : "completed!");
     StatusLabel.ForeColor = failed ? Color.Red : Color.Lime;
     StatusLabel2.Show();
     StatusLabel2.Text = reason;
     StatusCloseButton.Show();
     if (platform != "Linux")
     {
         OpenFolderButton.Show();
     }
 }
Exemple #4
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    // Wait for the object to load. Adds a layer of abstraction.
    private IEnumerator WaitForLoad()
    {
        // Don't try to load two different elements at once. Could get messy.
        while (SiteManager.loading)
        {
            yield return(null);
        }

        // Lock user input so they can't interact while an object is loading.
        GamepadInput.LockInput(true);
        SiteManager.loading = true;

        // Show the loading status.
        StatusText.Show();

        // If there's no specified scene name in the JSON, then we just load the data normally.
        if (string.IsNullOrEmpty(siteData.sceneName))
        {
            yield return(StartCoroutine(LoadCoroutine()));

            yield return(StartCoroutine(LoadCustomData()));
        }

        // Otherwise, we just load the scene specified in JSON.
        else
        {
            // Variable to keep track if we actually found the scene or not.
            bool foundScene = false;

            // Iterate through all existing scenes.
            for (int i = 0; i < SceneManager.sceneCount; i++)
            {
                // Get the scene at specified index.
                Scene scene = SceneManager.GetSceneAt(i);

                // Check if the names match.
                if (scene.name.Equals(siteData.sceneName))
                {
                    // If they match, scene was found. Load the scene.
                    foundScene = true;
                    AsyncOperation sceneLoad = SceneManager.LoadSceneAsync(siteData.sceneName);

                    // Load the scene specified in JSON and wait for it to finish loading.
                    while (!sceneLoad.isDone)
                    {
                        yield return(null);
                    }

                    // Break, since we found the scene.
                    break;
                }
            }

            // If we didn't find the scene, log an error and try to load normally... which probably won't work.
            if (!foundScene)
            {
                Debug.LogErrorFormat("Could not find scene name '{0}', which was provided in JSON data file. Ensure this scene exists and is added to build settings.");
                yield return(StartCoroutine(LoadCoroutine()));
            }
        }

        // Everything is now loaded.
        loaded = true;

        // Hide the status text.
        StatusText.Hide();

        // Unlock input and mark scene as not loading anymore.
        GamepadInput.LockInput(false);
        SiteManager.loading = false;
    }