// Start is called before the first frame update private void Awake() { instance = this; playerInput = new PlayerInput(); playerInput.TestButtons.T.performed += ctx => TB1?.Invoke(); playerInput.TestButtons.Y.performed += ctx => TB2?.Invoke(); playerInput.TestButtons.U.performed += ctx => TB3?.Invoke(); }
private void clearButton_Click(object sender, RoutedEventArgs e) { TB1.Clear(); TB2.Clear(); TB3.Clear(); TB4.Clear(); TB5.Clear(); TB6.Clear(); }
private void TEST(object sender, EventArgs e) { DEM = 0; TB1.Text = "0"; TB3.Clear(); TB4.Clear(); TB3.Text = "0"; TB4.Text = "0"; }
private void PopulateData<TC1, TB2, TB3>() where TC1 : IC, IB1, IBaseEntity, IA, new() where TB2 : IB1, IBaseEntity, IA, new() where TB3 : IB2, IBaseEntity, IA, new() { _ = new TC1() { BaseField = 1, Field1 = 10, Field2 = 1000, Field3 = new Structure1 { Value1 = 10000, Value2 = new Structure2 { Value1 = 100000, Value2 = DateTime.FromBinary(10) }, Value3 = "StructureString1" }, Field4 = "String1", Field5 = 2.5, }.Field6.Add( new TC1 { BaseField = 2, Field1 = 20, Field2 = 2000, Field3 = new Structure1 { Value1 = 20000, Value2 = new Structure2 { Value1 = 200000, Value2 = DateTime.FromBinary(1000) }, Value3 = "StructureString2" }, Field4 = "String2", Field5 = 3.5, }); _ = new TB2() { BaseField = 3, Field1 = 30, Field2 = 3000, Field3 = new Structure1 { Value1 = 30000, Value2 = new Structure2 { Value1 = 300000, Value2 = DateTime.FromBinary(100000) }, Value3 = "StructureString3" }, Field4 = "String3" }; _ = new TB3() { BaseField = 4, Field1 = 40, Field2 = 4000, Field3 = new Structure1 { Value1 = 40000, Value2 = new Structure2 { Value1 = 400000, Value2 = DateTime.FromBinary(400000) }, Value3 = "StructureString4" }, Field4 = "String4" }; }