private void WaitingButton() { Content nextContent = null; if (!waitContentHold) { if (curOrderIndex < DataSorter.instance.curContentList.Length - 1) { // Debug.Log(" isEnterTriggerArea is on and play next dialog"); curOrderIndex++; nextContent = DataSorter.instance.curContentList[curOrderIndex]; curContent = nextContent; curDialogState = DialogState.playDialog; } else { Debug.Log("dialog is end .sequencer will wait next trigger "); DataSorter.instance.curDialogIndex++; curDialogState = DialogState.waitTrigger; //turn off trigger enter bool state // isEnterTriggerArea = false; LoadNextContentList(DataSorter.instance.curDialogIndex); } } curTime = 0; }
public SupplyDialog(DialogState dialogState, long?id = null) : base(dialogState, id) { if (id.HasValue) { _supply = EntityManager.GetSupply(id.Value); Organization = _supply.GetOrganization(); ResponsiblePerson = _supply.GetResponsiblePerson(); Bill = _supply.GetBill(); } else { _supply = new Supply() { SupplyId = EntityManager.GetNextSupplyId() }; Bill = new Bill() { BillId = EntityManager.GetNextBillId(), SupplyId = _supply.SupplyId }; } InitializeComponentAndSetDialogButtons(); }
void NavigateFromStart(AuroraDLG.AStarting start) { Debug.Log("Navigating from start"); // Find the entry this start points to curEntry = GetEntry((int)start.Index); mode = DialogState.CHOOSING_REPLY; }
private IState InitializeStates() { var toBeContinued = new ToBeContinuedState(); var dialogOptions = new List <IState>() { new DialogOptionState("Option 1 was chosen"), new DialogOptionState("Option 2 was chosen"), new DialogOptionState("Option 3 was chosen") }; dialogOptions.ForEach(x => x.AddState(StandardCommands.ToBeContinued, toBeContinued)); var dialogState = new DialogState(); dialogState.AddState(StandardCommands.DialogOptionOne, dialogOptions[0]); dialogState.AddState(StandardCommands.DialogOptionTwo, dialogOptions[1]); dialogState.AddState(StandardCommands.DialogOptionThree, dialogOptions[2]); var meetingState = new MeetingState(); meetingState.AddState(StandardCommands.OpenDialog, dialogState); meetingState.AddState(StandardCommands.AnotherOption, new SomeState()); var startState = new StartState(); startState.AddState(StandardCommands.MeetCharacter, meetingState); return(startState); }
public SequenceContext(DialogSet dialogs, DialogContext dc, DialogState state, List <ActionState> actions, string changeKey, DialogSet actionDialogs) : base(dialogs, dc, state) { this.Actions = actions; this.changeKey = changeKey; this.actionDialogs = actionDialogs; }
void ToChooseReply(AuroraDLG.AReply.AEntries replyEntry) { Debug.Log("Navigating from reply"); curEntry = GetEntry((int)replyEntry.Index); curReply = null; mode = DialogState.CHOOSING_REPLY; }
public async Task DisplayDialog(string msg, string asset) { var dialogState = new DialogState(gameManager.Game, msg, asset, false); gameManager.PushState(dialogState); await dialogState.tcs.Task; }
public BaseDialogViewModel(UserControl dialog, Type type) { this.dialog = dialog; this.type = type; dialogState = DialogState.View; items = new ObservableCollection <Entity>(); }
public BotStateService(UserState userState, ConversationState conversationState, DialogState dialogState) { UserState = userState; ConversationState = conversationState; DialogState = dialogState; InitializeAccessors(); }
public void StartDialog() { _dialogState = DialogState.Dialoguing; StartCoroutine(LookAtCamera(Camera.main.transform)); _dialogPanel.gameObject.SetActive(true); NextDialogStep(); }
private void startingStatementUpdate() { if (continueButtonPressed()) { if (currentDialog.startingStatement.advanceIndex()) { currentStatement = currentDialog.startingStatement; playCurrentStatement(PortraitType.Normal); } else { if (gameStateManager.getCurrentTimeState() == TimeState.DateSelection) { if (gameStateManager.isLastDay()) { ui.displayDateChoices(accusations[currentCharacterId]); dialogState = DialogState.AccuseChoice; } else { ui.displayDateChoices(dates[currentCharacterId]); dialogState = DialogState.AskOnDateChoice; } } else { ui.displayChoices(currentDialog); dialogState = DialogState.DisplayingChoices; } } } }
public void initiateDialog(int characterId) { currentAccidentId = gameStateManager.currentAccidentId(); ui.repositionCanvas(mainCamera.transform); currentCharacterId = characterId; selectCurrentDialog(); mainCamera.cullingMask = 0 | (1 << 5); currentDialog.startingStatement.resetIndex(); if (characterId != 0) { currentStatement = currentDialog.startingStatement; playCurrentStatement(PortraitType.Normal); dialogState = DialogState.StartingStatement; } else { personInformation[currentCharacterId].advanceIndex(); currentStatement = personInformation[currentCharacterId].currentInfo(); pickedAccident = false; currentStatement.resetIndex(); playCurrentStatement(PortraitType.Normal); dialogState = DialogState.ShowingInfoStatement; } }
/// <summary> /// Opens dialog, waits for input, then closes /// </summary> protected IEnumerator RunDialogOverTime() { // Create buttons and set up message GenerateButtons(); SetTitleAndMessage(); FinalizeLayout(); // Open dialog State = DialogState.Opening; yield return(StartCoroutine(OpenDialog())); State = DialogState.WaitingForInput; // Wait for input while (State == DialogState.WaitingForInput) { UpdateDialog(); yield return(null); } // Close dialog State = DialogState.Closing; yield return(StartCoroutine(CloseDialog())); State = DialogState.Closed; // Callback OnClosed?.Invoke(result); // Wait a moment to give scripts a chance to respond yield return(null); // Destroy ourselves Destroy(gameObject); yield break; }
public CustomDialogSequence(CombatGameState Combat, CombatHUDDialogSideStack sideStack, bool isCancelable = true) : base(Combat) { this.isCancelable = isCancelable; this.sideStack = sideStack; this.state = DialogState.None; }
void drd_LostFocused(IFocusable sender, FocusEventArgs args) { var baseDialog = sender as GeneralDialogBase; ItemType itemType = ItemType.None; if (baseDialog is GeneralDialog && ((GeneralDialog)baseDialog).OK) { UseItem = ((ItemsComponent)mainSprite.GetChildAt(selection)).Items[0]; stackObject.Hidden = false; itemType = UseItem.ItemType; } else if (baseDialog is SuperAutoDialog && ((SuperAutoDialog)baseDialog).OK) { UseItem = ((ItemsComponent)mainSprite.GetChildAt(selection)).Items[0]; itemType = (ItemType)(((SuperAutoDialog)baseDialog).Result + 1); UseItem["SubItemType"] = itemType; stackObject.Hidden = false; } if (itemType == ItemType.Auto3 || itemType == ItemType.Auto4) { dialogState = DialogState.WaitIncludeFine; } this.RemoveChild(baseDialog); baseDialog.Dispose(); }
private void OnDialogStateChanged(object sender, DialogState e) { if (sender is IDialog dialog) { switch (e) { case DialogState.Active: if (ActiveDialogs.Contains(dialog)) { return; } MinimizedDialogs.RemoveIfExists(dialog); ActiveDialogs.Add(dialog); break; case DialogState.Minimized: if (MinimizedDialogs.Contains(dialog)) { return; } ActiveDialogs.RemoveIfExists(dialog); MinimizedDialogs.Add(dialog); break; default: throw new ArgumentOutOfRangeException(nameof(e), e, null); } DialogStateChanged?.Invoke(this, dialog); } }
public static void FloatLine(this GameObject obj, int lineNumber, GameObject listener) { var script = obj.GetScript(obj_f.scripts_idx, (int)ObjScriptEvent.Dialog); if (!GameSystems.ScriptName.TryGetDialogScriptPath(script.scriptId, out var dialogScriptPath)) { throw new ArgumentException($"Invalid dialog script {script.scriptId} attached to NPC."); } if (!GameSystems.Dialog.TryLoadDialog(script.scriptId, out var dialogScript)) { throw new KeyNotFoundException($"Could not load dialog file {dialogScriptPath}"); } var dialog_slot_idx = new DialogState(obj, listener); dialog_slot_idx.dialogScript = dialogScript; dialog_slot_idx.reqNpcLineId = lineNumber; dialog_slot_idx.dialogScriptId = script.scriptId; // [TempleDllLocation(0x10038590)] dialog_slot_idx.lineNumber = lineNumber; dialog_slot_idx.actionType = 0; GameSystems.Dialog.DialogGetNpcLine(dialog_slot_idx, false); GameSystems.Script.ShowTextBubble(obj, listener, dialog_slot_idx.npcLineText, dialog_slot_idx.speechId); GameSystems.Dialog.Free(ref dialog_slot_idx.dialogScript); }
public void ShowMessageDialog(string message, string caption, DialogState state = DialogState.Alert) { Header = caption; TxtMessageText.Text = message; Show(); Visibility = Visibility.Visible; BtnOk.Focus(); }
/// <summary> /// Apply given input on given state. /// </summary> /// <param name="input"></param> /// <param name="state"></param> /// <returns>State after input application.</returns> private DialogState applyInput(DialogActBase input, DialogState state) { var processor = new InputProcessor(state); input.Visit(processor); return(processor.Output); }
public void LoadDLG(AuroraDLG dlg) { curEntry = null; curReply = null; this.dlg = dlg; mode = DialogState.STARTING; }
/// <summary> /// Dừng một đoạn hội thoại, đồng thời deactivate DialogObject /// </summary> public void PauseDialog() { if (this.State != DialogState.Running) { return; } this.animator.SetBool("dialogActive", false); this.State = DialogState.Pause; }
public DialogBlurb(string text, DialogState from, DialogState to, DialogBlurb dependentOnLine, Character character) { m_text = text; m_from = from; m_to = to; m_dependentOnLine = dependentOnLine; m_said = false; m_character = character; }
/// <summary> /// ダイアログを閉じる /// </summary> private void CloseDialog() { if (state == DialogState.Hide) { return; } alpha = 1f; state = DialogState.Hide; }
private void UpdateActionScopeState(DialogContext dc, DialogState state) { var activeDialogState = dc.ActiveDialog?.State as Dictionary <string, object>; if (activeDialogState != null) { activeDialogState[ActionScopeState] = state; } }
public DialogPrinter(string text, float interval, MonoBehaviour objectBehaviour) { currentState = DialogState.none; currentText = ""; totalText = text; this.interval = interval; objectBehaviour.StartCoroutine(PrintText()); }
btnCreate_Click ( object sender, EventArgs e ) { AssertValid(); switch (this.State) { case DialogState.Idle: if (!m_oSubgraphImageCreator.IsBusy) { if (DoDataExchange(true)) { if (m_eMode == DialogMode.EditOnly) { this.Close(); return; } else { this.State = DialogState.CreatingSubgraphImages; StartImageCreation(); } } } break; case DialogState.CreatingSubgraphImages: if (m_oSubgraphImageCreator.IsBusy) { // Request to cancel image creation. When the request is // completed, SubgraphImageCreator_ImageCreationCompleted() // will be called. m_oSubgraphImageCreator.CancelAsync(); } break; case DialogState.PopulatingImageColumn: // (Do nothing.) break; default: Debug.Assert(false); break; } }
private IEnumerator <object> ShowTask(string animation) { State = DialogState.Showing; Orientate(); if (animation != null && Root.TryRunAnimation(animation)) { yield return(Root); } State = DialogState.Shown; }
private IEnumerator <object> CloseTask(string animation) { State = DialogState.Closing; if (animation != null && Root.TryRunAnimation(animation)) { yield return(Root); } UnlinkAndDispose(); State = DialogState.Closed; }
public void SelectOption(int optionID, System.Action <int> optionSelectHandler) { if (ds != DialogState.Choices) { Debug.LogWarning("An option was selected, but the dialogue UI was not expecting it."); return; } ds = DialogState.Rolled; optionSelectHandler?.Invoke(optionID); }
/// <summary> /// Kết thúc trực tiếp 1 đoạn hội thoại, đồng thời deactivate DialogObject /// </summary> public void EndDialog() { this.dialogData.End(); this.currentDialogID = -1; VD.EndDialogue(); VD.OnNodeChange -= this.OnDialogChanged; OnDialogEnd?.Invoke(); this.State = DialogState.NotActive; this.animator.SetBool("dialogActive", false); }
public void Hide(bool suppressEvents) { currentDialog = null; if (!suppressEvents) { onHide.ForEach(s => s.Fire()); } state = DialogState.Hidden; }
public void KeepGoing() { isAction = true; if (state == DialogState.WAIT || state == DialogState.AUTOREAD) { arrowWait.SetActive(false); state = DialogState.SCROLL; } if (indexText >= text.Length) EndDialog(); }
public void StartDialog(string textDial, bool autoRead = false) { this.enabled = true; EnableDialog(); this.text = textDial; indexText = 0; dialogText.text = ""; builder = new StringBuilder(text); if (autoRead) state = DialogState.AUTOREAD; else state = DialogState.READ; this.autoRead = autoRead; }
private void _initializeUser(string playername = "") { Inventory = new Inventory(59); Equipment = new Inventory(18); SkillBook = new Book(90); SpellBook = new Book(90); IsAtWorldMap = false; Login = new LoginInfo(); Password = new PasswordInfo(); Location = new Location(); Legend = new List<LegendMark>(); Guild = new GuildMembership(); LastSaid = String.Empty; LastSpoke = 0; NumSaidRepeated = 0; PortraitData = new byte[0]; ProfileText = string.Empty; DialogState = new DialogState(this); UserFlags = new Dictionary<String, String>(); UserSessionFlags = new Dictionary<String, String>(); Status = PlayerStatus.Alive; Group = null; Flags = new Dictionary<string, bool>(); if (!string.IsNullOrEmpty(playername)) { Name = playername; } }
public void Show(bool suppressEvents) { //textObject.fontSize = (int)(Screen.width / fontToScreenWidthRatio); if (currentDialog) { currentDialog.Hide(true); } currentDialog = this; if (!suppressEvents) { onShow.ForEach(s => s.Fire()); } fullText = prefix + dialogText; visibleText = prefix; delayTimer = 0.0f; letterTimer = 0.0f; letterIndex = prefix.Length; state = DialogState.Unhiding; }
public virtual void Activate(GameTime gameTime) { fadeStartTime = (float)gameTime.TotalGameTime.TotalMilliseconds; state = DialogState.FadingIn; selectionChanged = true; nagOrigin = Shorewood.fonts[FontTypes.MenuButtonFont].MeasureString(Shorewood.localization[Shorewood.language][IETGames.Shorewood.Localization.GameStrings.PuchaseNag]) / 2; nagPosition = new Vector2(bounds.Center.X - nagOrigin.X, bounds.Bottom + 10); //Shorewood.inputHandler.AddEvent(Buttons.Y, OnY); }
void Update() { // TODO need to adjust size according to viewport size, if a threshold is exceeded, use // a fixed size for the box //textObject.fontSize = (int)(Screen.width / fontToScreenWidthRatio); delayTimer += Time.deltaTime; if (state == DialogState.Hidden) { // DO NOTHING } else if (state == DialogState.Unhiding) { // show and start typing after delay if (delayTimer > showDelay) { state = DialogState.Typing; } } else if (state == DialogState.Typing) { if (Input.GetKeyDown(KeyCode.Return) || Input.GetKeyDown(KeyCode.KeypadEnter)) { // Skip typing, fully reveal if (skipSound) { //audio.PlayOneShot(skipSound, typeVolume); AudioSource3D.PlayClipOmnipresent(typeSound, typeVolume); } state = DialogState.Showing; delayTimer = 0.0f; } else { // Reveal letters one by one letterTimer += Time.deltaTime; if (letterTimer > letterTime) { if (letterIndex < fullText.Length) { if (typeSound) { AudioSource3D.PlayClipOmnipresent(typeSound, typeVolume); } } else { // Fully revealed, go to Showing state state = DialogState.Showing; letterIndex--; delayTimer = 0.0f; } letterIndex++; letterTimer = 0; } } visibleText = fullText.Substring(0, letterIndex); } else if (state == DialogState.Showing) { visibleText = fullText; // Hide if enter hit or if nonzero showtime expires if (Input.GetKeyDown(KeyCode.Return) || Input.GetKeyDown(KeyCode.KeypadEnter) || (showTime > 0 && delayTimer > showTime)) { audio.PlayOneShot(skipSound, typeVolume); Hide(); } } }
public virtual void Deactivate(GameTime gameTime) { fadeStartTime = (float)gameTime.TotalGameTime.TotalMilliseconds; state = DialogState.FadingOut; }
void ChangeState (DialogState newState) { bool hasConfig = comboModel.Active == 0; switch (newState) { case DialogState.Create: btnBack.Visible = false; btnConfig.Visible = true; btnConfig.Sensitive = isWebService && hasConfig; btnOK.Visible = true; btnOK.Sensitive = isWebService; tlbNavigate.Visible = WebBrowserService.CanGetWebBrowser; tbxReferenceName.Sensitive = isWebService; comboModel.Sensitive = true; break; case DialogState.CreateConfig: btnBack.Visible = true; btnBack.Sensitive = true; btnConfig.Visible = false; btnOK.Visible = true; btnOK.Sensitive = true; tlbNavigate.Visible = false; tbxReferenceName.Sensitive = false; comboModel.Sensitive = false; break; case DialogState.Modify: btnBack.Visible = false; btnConfig.Visible = true; btnConfig.Sensitive = isWebService && hasConfig; btnOK.Visible = true; btnOK.Sensitive = isWebService; tlbNavigate.Visible = WebBrowserService.CanGetWebBrowser; tbxReferenceName.Sensitive = false; comboModel.Sensitive = false; break; case DialogState.ModifyConfig: btnBack.Visible = false; btnConfig.Visible = false; btnOK.Visible = true; btnOK.Sensitive = true; tlbNavigate.Visible = false; tbxReferenceName.Sensitive = false; comboModel.Sensitive = false; break; default: throw new InvalidOperationException (); } if (wcfConfig != null) wcfConfig.Update (); if (state == newState) return; if (state != DialogState.Uninitialized) frmBrowser.Forall (c => frmBrowser.Remove (c)); browser = null; browserWidget = null; docLabel = null; wcfConfig = null; state = newState; ScrolledWindow sw; switch (state) { case DialogState.Create: case DialogState.Modify: if (WebBrowserService.CanGetWebBrowser) { browser = WebBrowserService.GetWebBrowser (); browserWidget = (Widget) browser; browser.LocationChanged += Browser_LocationChanged; browser.NetStart += Browser_StartLoading; browser.NetStop += Browser_StopLoading; frmBrowser.Add (browserWidget); browser.LoadUrl (tbxReferenceURL.Text); browserWidget.Show (); } else { docLabel = new Label (); docLabel.Xpad = 6; docLabel.Ypad = 6; docLabel.Xalign = 0; docLabel.Yalign = 0; sw = new ScrolledWindow (); sw.ShadowType = ShadowType.In; sw.AddWithViewport (docLabel); sw.ShowAll (); frmBrowser.Add (sw); UpdateLocation (); } break; case DialogState.ModifyConfig: case DialogState.CreateConfig: if (!hasConfig) return; sw = new ScrolledWindow (); sw.ShadowType = ShadowType.In; wcfConfig = new WCFConfigWidget (wcfOptions); sw.AddWithViewport (wcfConfig); sw.ShowAll (); frmBrowser.Add (sw); break; default: throw new InvalidOperationException (); } }
private DialogResult STAShowDialog(FileDialog dialog) { DialogState state = new DialogState(); state.dialog = dialog; System.Threading.Thread t = new System.Threading.Thread(state.ThreadProcShowDialog); t.SetApartmentState(System.Threading.ApartmentState.STA); t.Start(); t.Join(); return state.result; }
protected virtual void UpdateFadeIn(GameTime gameTime) { float scale = MathHelper.SmoothStep(0, 1, ((float)gameTime.TotalGameTime.TotalMilliseconds - fadeStartTime) / fadeDuration); MathHelper.Clamp(scale, 0, 1); Scale(scale); if (scale == 1) { state = DialogState.Active; OnActivated(gameTime); } }
protected virtual void UpdateFadeOut(GameTime gameTime) { float scale = MathHelper.SmoothStep(1, 0, ((float)gameTime.TotalGameTime.TotalMilliseconds - fadeStartTime) / fadeDuration); MathHelper.Clamp(scale, 0, 1); Scale(scale); if (scale == 0) { state = DialogState.Inactive; Reset(); OnDeactivated(gameTime); } }
//************************************************************************* // Constructor: CreateSubgraphImagesDialog() // /// <overloads> /// Initializes a new instance of the <see /// cref="CreateSubgraphImagesDialog" /> class. /// </overloads> /// /// <summary> /// Initializes a new instance of the <see /// cref="CreateSubgraphImagesDialog" /> class with a workbook. /// </summary> /// /// <param name="workbook"> /// Workbook containing the graph data. /// </param> /// /// <param name="selectedVertexNames"> /// Collection of zero or more vertex names corresponding to the selected /// rows in the vertex worksheet. Can't be null. /// </param> /// /// <param name="mode"> /// Indicates the mode in which the dialog is being used. /// </param> //************************************************************************* public CreateSubgraphImagesDialog( Microsoft.Office.Interop.Excel.Workbook workbook, ICollection<String> selectedVertexNames, DialogMode mode ) : this() { Debug.Assert(workbook != null); Debug.Assert(selectedVertexNames != null); m_oWorkbook = workbook; m_oSelectedVertexNames = selectedVertexNames; m_eMode = mode; // Instantiate an object that saves and retrieves the user settings for // this dialog. Note that the object automatically saves the settings // when the form closes. m_oCreateSubgraphImagesDialogUserSettings = new CreateSubgraphImagesDialogUserSettings(this); m_oSubgraphImageCreator = new SubgraphImageCreator(); m_oSubgraphImageCreator.ImageCreationProgressChanged += new ProgressChangedEventHandler( SubgraphImageCreator_ImageCreationProgressChanged); m_oSubgraphImageCreator.ImageCreationCompleted += new RunWorkerCompletedEventHandler( SubgraphImageCreator_ImageCreationCompleted); m_eState = DialogState.Idle; DoDataExchange(false); AssertValid(); }
StartImageCreation() { AssertValid(); Debug.Assert(m_oWorkbook != null); Debug.Assert(m_oSelectedVertexNames != null); // Read the workbook into a new IGraph. IGraph oGraph; try { oGraph = ReadWorkbook(m_oWorkbook); } catch (Exception oException) { ErrorUtil.OnException(oException); this.State = DialogState.Idle; return; } lblStatus.Text = "Creating subgraph images."; ICollection<IVertex> oSelectedVertices = new IVertex[0]; if (m_oCreateSubgraphImagesDialogUserSettings.SelectedVerticesOnly) { // Get the vertices corresponding to the selected rows in the // vertex worksheet. oSelectedVertices = GetSelectedVertices( oGraph, m_oSelectedVertexNames); } m_oSubgraphImageCreator.CreateSubgraphImagesAsync( oGraph, oSelectedVertices, m_oCreateSubgraphImagesDialogUserSettings.Levels, m_oCreateSubgraphImagesDialogUserSettings.SaveToFolder, m_oCreateSubgraphImagesDialogUserSettings.Folder, m_oCreateSubgraphImagesDialogUserSettings.ImageSizePx, m_oCreateSubgraphImagesDialogUserSettings.ImageFormat, m_oCreateSubgraphImagesDialogUserSettings.InsertThumbnails, m_oCreateSubgraphImagesDialogUserSettings.ThumbnailSizePx, m_oCreateSubgraphImagesDialogUserSettings.SelectedVerticesOnly, m_oCreateSubgraphImagesDialogUserSettings.SelectVertex, m_oCreateSubgraphImagesDialogUserSettings.SelectIncidentEdges, new GeneralUserSettings(), new LayoutUserSettings() ); }
public void Hide(bool suppressEvents) { currentDialog = null; if (!suppressEvents) { onHide.ForEach(s => s.Fire()); } state = DialogState.Hidden; if (CharacterPortrait != null) CharacterPortrait.enabled = false; }
private void Scroll() { dialog.position = Vector3.Lerp(dialog.position, toScroll, Time.deltaTime * 10); if (dialog.position.y + 1 >= toScroll.y) { dialog.position = toScroll; if (autoRead) state = DialogState.AUTOREAD; else state = DialogState.READ; ++numberOfScroll; } }
public virtual void Reset() { state = DialogState.Inactive; dialogResult = DialogResult.Nothing; bounceExpanding = true; selectionChanged = true; selectedScale = 1; SelectedOption = 0; }
OnImageCreationCompleted ( RunWorkerCompletedEventArgs e ) { AssertValid(); Debug.Assert(m_oWorkbook != null); Debug.Assert(m_oSelectedVertexNames != null); if (e.Cancelled) { this.State = DialogState.Idle; lblStatus.Text = "Image creation stopped."; } else if (e.Error != null) { this.State = DialogState.Idle; Exception oException = e.Error; if (oException is System.IO.IOException) { lblStatus.Text = "Image creation error."; this.ShowWarning(oException.Message); } else { ErrorUtil.OnException(oException); } } else { // Success. Were temporary images created that need to be inserted // into the vertex worksheet? Debug.Assert(e.Result is TemporaryImages); TemporaryImages oTemporaryImages = (TemporaryImages)e.Result; if (oTemporaryImages.Folder != null) { // Yes. Insert them, then delete the temporary images. this.State = DialogState.PopulatingImageColumn; String sLastStatusFromSubgraphImageCreator = lblStatus.Text; lblStatus.Text = "Inserting subgraph thumbnails into the worksheet. Please" + " wait..."; TableImagePopulator.PopulateColumnWithImages(m_oWorkbook, WorksheetNames.Vertices, TableNames.Vertices, VertexTableColumnNames.SubgraphImage, VertexTableColumnNames.VertexName, oTemporaryImages ); lblStatus.Text = sLastStatusFromSubgraphImageCreator; } this.State = DialogState.Idle; if (m_eMode == DialogMode.Automate) { this.Close(); } } }
private void _initializeUser(string playername = "") { Inventory = new Inventory(59); Equipment = new Inventory(18); //SkillBook = new Skill[90]; //SpellBook = new Spell[90]; IsAtWorldMap = false; Title = String.Empty; Guild = String.Empty; GuildRank = String.Empty; LegendMarks = null; LastSaid = String.Empty; LastSpoke = 0; NumSaidRepeated = 0; PortraitData = new byte[0]; ProfileText = string.Empty; DialogState = new DialogState(this); UserFlags = new Dictionary<String, String>(); UserSessionFlags = new Dictionary<String, String>(); Status = PlayerStatus.Alive; if (!string.IsNullOrEmpty(playername)) { Name = playername; LoadDataFromEntityFramework(); } }
private void CheckSpace() { string nextWord = text.Substring(indexText + 2); int length = nextWord.IndexOf(' ') + 1; if (indexText + length + 2 >= 118 + (62 * numberOfScroll)) { builder[indexText + 1] = '\n'; text = builder.ToString(); if (state != DialogState.AUTOREAD) state = DialogState.WAIT; else state = DialogState.SCROLL; toScroll = new Vector3(dialog.position.x, dialog.position.y + 50, dialog.position.z); } dialogText.text += text[indexText + 1]; ++indexText; }
btnCreate_Click ( object sender, EventArgs e ) { AssertValid(); switch (this.State) { case DialogState.Idle: if (!m_oSubgraphImageCreator.IsBusy) { if ( DoDataExchange(true) ) { if (m_eMode == DialogMode.EditOnly) { this.Close(); return; } else { this.State = DialogState.CreatingSubgraphImages; StartImageCreation(); } } } break; case DialogState.CreatingSubgraphImages: if (m_oSubgraphImageCreator.IsBusy) { // Request to cancel image creation. When the request is // completed, SubgraphImageCreator_ImageCreationCompleted() // will be called. m_oSubgraphImageCreator.CancelAsync(); } break; case DialogState.PopulatingImageColumn: // (Do nothing.) break; default: Debug.Assert(false); break; } }