Esempio n. 1
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 /// <summary>
 /// Instantiates a new instance of <see cref="FieldAttribute">FieldAttribute</see> defining a member as a simple field.
 /// </summary>
 /// <param name="name">Name of the field in the storage device to use for the member marked up by this <see cref="FieldAttribute">FieldAttribute</see>.</param>
 /// <param name="behavior"><see cref="FieldBehavior">FieldBehavior</see> to use for this member.</param>
 /// <param name="defaultValue">Default value to use in persisting this member to the storage device if no value is defined.</param>
 /// <param name="allowNull">Allows or disallows null values during insert and updates.</param>
 public FieldAttribute( string name, FieldBehavior behavior, object defaultValue, bool allowNull )
     : base()
 {
     this.Name = name;
     this.Behavior = behavior;
     this.DefaultValue = defaultValue;
     this.AllowNull = allowNull;
 }
Esempio n. 2
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 // Use this for initialization
 public void Start()
 {
     _players = new List <PlayerBehavior>();
     _activeTetrominoByPlayer = new Dictionary <PlayerBehavior, TetrominoBehavior>();
     _tetrominoFactory        = TetrominoFactory.GetComponent <TetrominoFactoryBehavior>();
     _field = Field.GetComponent <FieldBehavior>();
     _timeToNextTetrominoDropInSeconds = TimeBetweenTetriminoDropsInSeconds;
 }
Esempio n. 3
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    // Start is called before the first frame update
    void Start()
    {
        fieldBehavior = new FieldBehavior(Width, Height);

        cursorX = Width / 2;
        cursorY = Height - 2;

        cursor    = GameObject.FindGameObjectWithTag("Cursor");
        comboText = GameObject.FindGameObjectWithTag("ComboText");

        fieldBehavior.onInstantiateBlock += (id) =>
        {
            var instance = Instantiate(blockPrefab);
            instance.name = "Block" + id;
            return(instance);
        };

        fieldBehavior.onDeleteBlock += blockObject =>
        {
            Destroy(blockObject.gameObject);
        };

        fieldBehavior.onCombo += (comboCount, chainCount) =>
        {
            Debug.Log("連鎖数:" + comboCount);
            // 連鎖数の表示
            if (comboCount >= 2)
            {
                var text = comboText.GetComponent <Text>();
                text.gameObject.SetActive(true);
                text.text = string.Format("{0} Combo!", comboCount);
            }
        };

        fieldBehavior.onComboReset += () => {
            var text = comboText.GetComponent <Text>();
            text.gameObject.SetActive(false);
            Debug.Log("連鎖リセット");
        };

        fieldBehavior.Init();
        cursor.transform.position = new Vector3(cursorX, Height - 1 - cursorY);
    }
 /// <summary>
 /// Instantiates a <see cref="T:ReferenceAttribute"/> defining an object member as a reference field.
 /// </summary>
 /// <param name="name">Name of field to store the Reference value ( either <see cref="T:Integer"/> value
 /// from an <see cref="T:Enum"/> or the Primary Key from an <see cref="T:Object"/>).</param>
 /// <param name="behavior"><see cref="T:FieldBehavior"/> to use for this member.</param>
 public StaticReferenceAttribute( string name, FieldBehavior behavior )
     : base(name, behavior)
 {
     base.IsStatic = true; this.MappingType = FieldMappingType.Reference;
 }
 // Use this for initialization
 public void Start()
 {
     _field = FindObjectOfType <FieldBehavior>();
 }
Esempio n. 6
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 /// <summary>
 /// Instantiates a new instance of <see cref="FieldAttribute">FieldAttribute</see> defining a member as a simple field.
 /// </summary>
 /// <param name="name">Name of the field in the storage device to use for the member marked up by this <see cref="FieldAttribute">FieldAttribute</see>.</param>
 /// <param name="behavior"><see cref="FieldBehavior">FieldBehavior</see> to use for this member.</param>
 public FieldAttribute( string name, FieldBehavior behavior )
     : this(name, behavior, DBNull.Value, true)
 {
 }
Esempio n. 7
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 /// <summary>
 /// Instantiates a <see cref="T:ReferenceAttribute"/> defining an object member as a reference field.
 /// </summary>
 /// <param name="name">Name of field to store the Reference value ( either <see cref="T:Integer"/> value
 /// from an <see cref="T:Enum"/> or the Primary Key from an <see cref="T:Object"/>).</param>
 /// <param name="behavior"><see cref="T:FieldBehavior"/> to use for this member.</param>
 public ReferenceAttribute( string name, FieldBehavior behavior )
     : this(name, behavior, false)
 {
 }
Esempio n. 8
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 /// <summary>
 /// Sets the <see cref="T:FieldBehavior"/> of the child.
 /// </summary>
 /// <param name="behavior"><see cref="T:FieldBehavior"/> to use.</param>
 /// <returns><see cref="T:PersistentFieldMap"/></returns>
 public PersistentFieldMap WithBehavior( FieldBehavior behavior )
 {
     this.Behavior = behavior;
     return ( this );
 }