public static void unitsForAddItem(MSComboBox comboBox) { try { if (unitDataTable == null) { unitDataTable = new DataTable(); unitDataTable.Columns.Add("ID", typeof(int)); unitDataTable.Columns.Add("name", typeof(String)); } else { unitDataTable.Rows.Clear(); } List <Unit> list = unitManagerImpl.get(new Unit()); foreach (Unit unit in list) { unitDataTable.Rows.Add(unit.Id, unit.Name); } if (Session.Permission["canAddUnit"] == 1 && comboBox.AddLinkWindow == null) { if (addUnit == null) { addUnit = new AddUnit(comboBox); } comboBox.AddLinkWindow = addUnit; } comboBox.IsPermissionDenied = Session.Permission["canAddUnit"] == 0 ? true : false; comboBox.OptionGroup = unitDataTable; comboBox.SelectedIndex = 0; } catch (Exception) { } }
//-------------------------------------------------------------------------------------------------------------------------------- #region 构造对象 //-------------------------------------------------------------------------------------------------------------------------------- protected virtual AddUnit ToAddUnit(RoleEnterZoneRequest enter) { var unitInfo = RPGServerBattleManager.DataRoot.Templates.GetUnit(enter.roleUnitTemplateID); if (unitInfo == null) { unitInfo = service.GetDefaultUnitTemplate(); } DeepCore.Vector.Vector3 pos = null; if (enter.roleScenePos != null) { if (enter.roleScenePos.HasFlag) { var sceneObj = node.FindSceneObjData(enter.roleScenePos.flagName); if (sceneObj != null) { pos = new DeepCore.Vector.Vector3(sceneObj.X, sceneObj.Y, sceneObj.Z); } } else if (enter.roleScenePos.HasPos) { if (enter.roleScenePos.x == enter.roleScenePos.y && enter.roleScenePos.x == -1) { var map = node.SceneData.GetStartRegions(); var ret = map.Get(2); if (ret != null) { pos = new DeepCore.Vector.Vector3(ret.X, ret.Y, ret.Z); } else { pos = new DeepCore.Vector.Vector3(enter.roleScenePos.x, enter.roleScenePos.y, enter.roleScenePos.z); } } else { pos = new DeepCore.Vector.Vector3(enter.roleScenePos.x, enter.roleScenePos.y, enter.roleScenePos.z); } } } var add = new AddUnit() { info = unitInfo, player_uuid = enter.roleUUID, pos = pos, arg = enter, //中立单位0,怪物1,玩家2. force = enter.roleForce > 0 ? (byte)enter.roleForce : (byte)2, editor_name = enter.roleDisplayName, last_zone_save_data = enter.LastZoneSaveData, }; return(add); }
private void AddUnitDialog(int fractionIndex, ListBox fractionList) { AddUnit addUnitDialog = new AddUnit(((Scenario)scenarioList.SelectedItem).m_fractions[fractionIndex]); if (addUnitDialog.ShowDialog(this) == DialogResult.OK) { // TODO: handle validations ((Scenario)scenarioList.SelectedItem).m_fractions[fractionIndex].AddUnit(addUnitDialog.NewUnit); fractionList.DataSource = null; fractionList.DataSource = ((Scenario)scenarioList.SelectedItem).m_fractions[fractionIndex].Units; fractionList.DisplayMember = "unitName"; } }
private void addUnitToolStripMenuItem_Click(object sender, EventArgs e) { //AddUnit add=new AddUnit(); //add.Show(); try { pnlContext.Controls.Clear(); AddUnit aRawMaterialsItemDetails = new AddUnit(); aRawMaterialsItemDetails.Parent = this; pnlContext.Controls.Add(aRawMaterialsItemDetails); aRawMaterialsItemDetails.Dock = DockStyle.Fill; } catch (Exception exp) { } }
public void HandleRequestUnit(RequestUnit ru) { Debug.Log("HANDLING REQUEST UNIT"); // Do logic to check if they can add a unit // if they cant, do nothing // if they can, make a unit and send an addUnit message out short netID = ru.ownerID; StateManager.EntityType unitType = ru.unitType; GameObject unit = state.AddUnit(netID, unitType, null); AddUnit addUnit = new AddUnit(); addUnit.ownerID = netID; addUnit.unit = new NetworkUnit(); addUnit.unit.id = unit.name; addUnit.unit.unitType = unitType; // send the new unit to connections SendMessage(addUnit); }
private void btnAddUnit_Click_1(object sender, EventArgs e) { AddUnit newUnit = new AddUnit(); newUnit.ShowDialog(); }
private async void TSB_AddUnit_Click(object sender, EventArgs e) { await AddUnit?.Invoke(); }
private void UnitGroupItemClick(object sender, DevExpress.XtraBars.ItemClickEventArgs e) { var id = treeList1.FocusedNode.GetValue("Id"); switch (e.Item.Name) { case "TreeList_Add_barButtonItem": var addUnitGroup = new AddUnitGroup(); var group = new UnitGroup(); group.Id = groupList[groupList.Count - 1].Id; group.Parent_Id = 1; addUnitGroup.group = group; addUnitGroup.ShowDialog(); if (addUnitGroup.DialogResult == DialogResult.OK) { groupList.Add(addUnitGroup.group); TreeDataBind(groupList); } break; case "TreeList_Modify_barButtonItem": var modifyUnitGroup = new AddUnitGroup(); modifyUnitGroup.Text = "修改单位组"; modifyUnitGroup.Tag = "Edit"; modifyUnitGroup.groupId = Convert.ToInt32(id); modifyUnitGroup.ShowDialog(); break; case "TreeList_Delete_barButtonItem": break; case "btnAddUnit": var addUnit = new AddUnit(); var unit = new Unit(); //var id = treeList1.FocusedNode.GetValue("Id"); unit.unit_group_id = Convert.ToInt32(id); addUnit.unit = unit; addUnit.ShowDialog(); if (addUnit.DialogResult == DialogResult.OK) { unitList.Add(addUnit.unit); TreeDataBind(groupList); } break; case "btnModifyUnit": var modifyUnit = new AddUnit(); modifyUnit.Text = "修改单位"; var group_id = treeList1.FocusedNode.GetValue("Id"); //unit.unit_group_id = Convert.ToInt32(group_id); //unit = new Unit { id = 1, name = "Test", scale = "1.1", number = "1", unit_group_id = Convert.ToInt32(group_id) }; modifyUnit.unitId = Convert.ToInt32(group_id); modifyUnit.ShowDialog(); if (modifyUnit.DialogResult == DialogResult.OK) { unitList.RemoveAt(modifyUnit.unit.id); unitList.Add(modifyUnit.unit); TreeDataBind(groupList); } break; case "btnDeleteUnit": break; } }
public UnitManagerImpl(AddUnit addUnit) { this.addUnit = addUnit; dao = UnitDao.getInstance(); }
public UnitManagerControler(AddUnit addUnit, MSComboBox mSComboBox) { this.addUnit = addUnit; this.mSComboBox = mSComboBox; unitManagerImpl = new UnitManagerImpl(addUnit); }