public void addUnit(Kit newUnit) { if (!Units.Contains(newUnit)) { Units.Add(newUnit); } }
public UnitViewModel(AppConfig config, MainViewModel mvm) { m_config = config; m_mvm = mvm; SendToSlotCommand = new DelegateCommand <string>(SendToSlot, x => SelectedIdol != null); SaveCommand = new DelegateCommand(Save, () => !string.IsNullOrEmpty(UnitName)); DeleteCommand = new DelegateCommand(Delete, () => Units.Contains(SelectedUnit)); MoveToSlotCommand = new DelegateCommand <string>(MoveToSlot, CanMoveToSlot); ResetSlotCommand = new DelegateCommand <string>(ResetSlot, CanResetSlot); HighlightCommand = new DelegateCommand <string>(Highlight, CanHighlight); CopyIidCommand = new DelegateCommand(CopyIid, () => SelectedIdol != null); SetGuestCenterCommand = new DelegateCommand(SetGuestCenter, () => SelectedIdol != null); CopyIidFromSlotCommand = new DelegateCommand <string>(CopyIidFromSlot); SetGuestCenterFromSlotCommand = new DelegateCommand <string>(SetGuestCenterFromSlot); Idols = new ListCollectionView(m_config.OwnedIdols); Filter = new IdolFilter(config, Idols, false); Filter.SetConfig(config.UnitIdolFilterConfig); Units = m_config.Units; TemporalUnit = new Unit(); SelectedUnit = Units.FirstOrDefault(); foreach (var option in config.UnitIdolSortOptions) { Idols.SortDescriptions.Add(option.ToSortDescription()); } }
private void SelectUnit(Unit unit) { bool clickedOwnUnit = unit != null && Units.Contains(unit); bool shouldUnselect = unit == null || CurrentUnit == unit || !turnManager.CanBeSelected(unit); CurrentUnit = shouldUnselect || !clickedOwnUnit ? null : unit; }
public void AddUnit(GameObject unit) { if (Units.Contains(unit) == false) { Units.Add(unit); } }
public void addUnit(ElectronicUnit newUnit) { if (!Units.Contains(newUnit)) { Units.Add(newUnit); } }
public void AddUnits(List <GameObject> units) { units.ForEach(u => { if (Units.Contains(u) == false) { Units.Add(u); } }); }
public virtual int SelectUnit(int unitId) { if (Units.Contains(unitId)) { SelectedUnit = Units[unitId]; return(TResult.S_OK); } return(TResult.E_InvalidArg); }
public bool TryAddUnit(TUnit unit) { unit.SetColor(TeamColor); if (Units.Contains(unit)) { return(false); } Units.Add(unit); return(true); }
public Flowsheet AddUnit(ProcessUnit unit) { if (!Units.Contains(unit)) { Units.Add(unit); } else { throw new InvalidOperationException("Unit " + unit.Name + " already included in flowsheet"); } return(this); }
public override void Remove(ZooUnit unit) { if (Units.Contains(unit)) { if (unit is Animal) { (unit as Animal).IsInZoo = false; Units.Remove(unit); } } else { throw new CannotRemoveUnitException("Невозможно удалить животное/клетку!"); } }
private void RemoveUnit(TUnit unit) { if (!Units.Contains(unit)) { return; } if (Units.Count == 0) { return; } Units.Remove(unit); if (Units.Count == 0) { TeamLose(); } }
private IEnumerator HandleMouseClick() { Vector3 clickedWorldPos = mainCamera.ScreenToWorldPoint(Input.mousePosition); GameObject clickedObject = TilemapNavigator.Instance.GetObjectAtWorldPos(clickedWorldPos); if (clickedObject != null) { Unit clickedUnit = clickedObject.GetComponent <Unit>(); if (CurrentUnit) { Vector3Int clickedCellPos = TilemapNavigator.Instance.WorldToCellPos(clickedWorldPos); yield return(StartCoroutine(PerformUnitAction(clickedCellPos, clickedUnit))); ChangeAttackMode(AttackModes.None); } else if (clickedUnit != null && Units.Contains(clickedUnit)) { SelectUnit(clickedUnit); } } }
void SetUnitReferences(FactCollection Facts) { foreach (var fact in Facts) { if (fact.Unit == null) { var unitRef = fact.UnitRef; if (!string.IsNullOrEmpty(unitRef)) { if (!Units.Contains(unitRef)) { throw new KeyNotFoundException(string.Format(ic, "Referenced unit '{0}' does not exist", unitRef)); } fact.Unit = Units[unitRef]; } } if (fact.Facts.Count > 0) { SetUnitReferences(fact.Facts); } } }
public bool IsInSense(BaseUnit unit) => Units.Contains(unit as TUnit);
/// <summary> /// Returns true if and only if the given GameObject exists in this Shard. /// </summary> /// <param name="gameObject">GameObject to test</param> /// <returns>as described</returns> public bool Exists(GameObject gameObject) { return(GameObjects.Contains(gameObject) || Units.Contains(gameObject) || Characters.Contains(gameObject)); }
//是否被指定单位检测到了 public bool IsInDetection(BaseUnit unit) => Units.Contains(unit);
public bool Contains(Unit unit) => Units.Contains(unit);