// Start is called before the first frame update void Start() { InGameInterface.SetActive(false); PreviewInterface.SetActive(true); c_countdownData = new CountdownData(CountdownSprites.Length); InitializeStateMachine(); CountdownDisplayImage.sprite = CountdownSprites[c_countdownData.i_countdownTime - 1]; }
public CountdownData GetCountdownData(DateTime dateTime) { CountdownData data = null; countdownDataTable.ForEach(delegate(CountdownData o) { if (data == null && o.startAt <= dateTime && o.endAt > dateTime) { data = o; } }); return(data); }
void UpdateUI() { CountdownData _countdown = new CountdownData(); _countdownList = _countdown.GetCountdownData(); int count = _countdownList.Count; if (count != _countdownCount) { _grid.DestoryAllChildren(); foreach (CountdownData.Countdown countdown in _countdownList) { Create(countdown); } _grid.Reposition(); _countdownCount = count; } }
public static bool cb(CSVReader csv_reader, CountdownData data, ref uint key) { data.id = (int)key; csv_reader.Pop(ref data.imageID); string value = string.Empty; csv_reader.Pop(ref value); if (!string.IsNullOrEmpty(value)) { DateTime.TryParse(value, out data.startAt); } string value2 = string.Empty; csv_reader.Pop(ref value2); if (!string.IsNullOrEmpty(value2)) { DateTime.TryParse(value2, out data.endAt); } return(true); }
public DecrementCountdownState(ref CountdownData dataIn) { this.c_data = dataIn; }
public CountdownStepState(ref CountdownData dataIn) { this.c_data = dataIn; }