void Start() { overlayControl = GetComponentInParent <OverlayControl>(); boostText = GameObject.Find("boost"); plusText = GameObject.Find("plus"); dmText = GameObject.Find("dmboost"); }
public override System.Windows.Forms.Control CreateConfigControl() { var control = new OverlayControl(); var initDone = false; var configFile = "ui/config/config.html"; var distFolder = "dist/"; var dir = new VersionChecker(this).GetCactbotDirectory(); var url = Path.GetFullPath(Path.Combine(dir, distFolder, configFile)); // Attempt to use the local webpack override, otherwise fall back to default path if (!File.Exists(url)) { url = Path.GetFullPath(Path.Combine(dir, configFile)); } control.VisibleChanged += (o, e) => { if (initDone) { return; } initDone = true; control.Init(url); MinimalApi.AttachTo(control.Renderer); }; return(control); }
private static void UpdateStatusOverlayContent(OverlayControl control) { Status status = Settings.BotBase.Instance.IsPaused ? Status.Paused : Status.Running; if (control.TabIndex == (int)status) { return; } control.TabIndex = (int)status; switch (status) { case Status.Running: control.Content = "Kombatant Running"; control.Background = new SolidColorBrush(Color.FromArgb(96, 220, 20, 60)); break; case Status.Paused: control.Content = "Kombatant Paused"; control.Background = new SolidColorBrush(Color.FromArgb(96, 220, 220, 60)); break; //case Status.Stopped: // control.Content = "Kombatant Stopped"; // control.Background = new SolidColorBrush(Color.FromArgb(64, 0, 0, 0)); // break; } }
private void OverlayAdd(int index, Overlay overlay, bool isLoading) { var gridSize = ((Ratio)_cmbGridSize.SelectedItem); var control = new OverlayControl(_standardColors, _availableColors, _recentColors, gridSize.Width, gridSize.Height, isLoading); if (control.WasCanceled) { return; } if (overlay != null) { control.Overlay = overlay; } control.OnDraw += Draw; control.OnRemove += Remove; control.OnMoveUp += MoveUp; control.OnMoveDown += MoveDown; control.OnClone += Clone; _lstOverlays.Children.Insert(index, control); SetOverlayMargins(); if (!_isLoading) { Draw(); SetAsUnsaved(); } }
internal void LoadOverlay() { MyOverlay = new OverlayControl(); MyOverlay.Visible = false; Controls.Add(MyOverlay); MyOverlay.Location = Point.Empty; MyOverlay.Size = Size; }
public DesignerFrame(ISite site) { this.Text = "DesignerFrame"; this.designerSite = site; this.designerRegion = new OverlayControl(site); base.Controls.Add(this.designerRegion); this.designerRegion.AutoScroll = true; this.designerRegion.Dock = DockStyle.Fill; SystemEvents.UserPreferenceChanged += new UserPreferenceChangedEventHandler(this.OnUserPreferenceChanged); }
void Start() { for (int i = 2; i < 11; i++) { qts.Add(GameObject.Find(i + "qt").GetComponent <Text>()); } mat1key = GameObject.Find("mat1key").GetComponent <Text>(); mat2key = GameObject.Find("mat2key").GetComponent <Text>(); cooldown = GameObject.Find("cooldown").GetComponent <Text>(); overlayControl = GetComponent <OverlayControl>(); }
public DesignerFrame(ISite site) { this.Text = "DesignerFrame"; this.designerSite = site; this.designerRegion = new OverlayControl(site); this.uiService = this.designerSite.GetService(typeof(IUIService)) as IUIService; if ((this.uiService != null) && (this.uiService.Styles["ArtboardBackground"] is System.Drawing.Color)) { this.BackColor = (System.Drawing.Color) this.uiService.Styles["ArtboardBackground"]; } base.Controls.Add(this.designerRegion); this.designerRegion.AutoScroll = true; this.designerRegion.Dock = DockStyle.Fill; SystemEvents.UserPreferenceChanged += new UserPreferenceChangedEventHandler(this.OnUserPreferenceChanged); }
/// <include file='doc\DesignerFrame.uex' path='docs/doc[@for="DesignerFrame.DesignerFrame"]/*' /> /// <devdoc> /// <para>Initializes a new instance of the <see cref='System.Windows.Forms.Design.DesignerFrame'/> class.</para> /// </devdoc> public DesignerFrame(ISite site) { this.Text = "DesignerFrame"; this.designerSite = site; this.designerRegion = new OverlayControl(site); this.Controls.Add(designerRegion); // Now we must configure our designer to be at the correct // location, and setup the autoscrolling for its container. // designerRegion.AutoScroll = true; designerRegion.Dock = DockStyle.Fill; SystemEvents.UserPreferenceChanged += new UserPreferenceChangedEventHandler(OnUserPreferenceChanged); }
/// <summary> /// Initializes a new instance of the <see cref='System.Windows.Forms.Design.DesignerFrame'/> class. /// </summary> public DesignerFrame(ISite site) { Text = "DesignerFrame"; _designerSite = site; _designerRegion = new OverlayControl(site); _uiService = _designerSite.GetService(typeof(IUIService)) as IUIService; if (_uiService != null) { if (_uiService.Styles["ArtboardBackground"] is Color) { BackColor = (Color)_uiService.Styles["ArtboardBackground"]; } } Controls.Add(_designerRegion); // Now we must configure our designer to be at the correct location, and setup the autoscrolling for its container. _designerRegion.AutoScroll = true; _designerRegion.Dock = DockStyle.Fill; }
public override Control CreateConfigControl() { var control = new OverlayControl(); var initDone = false; var url = pluginMain.OfflineCactbotConfigHtmlFile; control.VisibleChanged += (o, e) => { if (initDone) { return; } initDone = true; control.Init(url); MinimalApi.AttachTo(control.Renderer, container); }; return(control); }
protected override Tile GetTileAt(int x, int y) { OverlayControl parent = this.Parent as OverlayControl; OverlayTilePattern pattern = parent.GetPatternAt((int)(x * this.Zoom), (int)(y * this.Zoom)); if (pattern == null) { return(null); } Point location = parent.patternList[pattern]; x = (x - location.X) / Tile.Size; y = (y - location.Y) / Tile.Size; byte tileId = pattern[x, y]; return(tileId == OverlayTile.None ? null : parent.Tileset[tileId]); }
public override Control CreateConfigControl() { var control = new OverlayControl(); var initDone = false; var url = "https://quisquous.github.io/cactbot/ui/config/config.html"; control.VisibleChanged += (o, e) => { if (initDone) { return; } initDone = true; control.Init(url); MinimalApi.AttachTo(control.Renderer, container); }; return(control); }
public override System.Windows.Forms.Control CreateConfigControl() { var control = new OverlayControl(); var initDone = false; var configFile = "ui/config/config.html"; var dir = new VersionChecker(this).GetCactbotDirectory(); var url = Path.GetFullPath(Path.Combine(dir, configFile)); control.VisibleChanged += (o, e) => { if (initDone) { return; } initDone = true; control.Init(url); MinimalApi.AttachTo(control.Renderer); }; return(control); }
void Start() { mat1 = GameObject.Find("materia1"); mat2 = GameObject.Find("materia2"); overlayControl = GetComponent <OverlayControl>(); }
void Start() { overlayControl = GetComponent <OverlayControl>(); }
public OverlayControlAccessibleObject(OverlayControl owner) : base(owner) { }
// Constructors public OverlayControlAccessibleObject(OverlayControl owner) {}
public void ManageOverlays(Collection <ScheduleItem> overlays) { try { var _overlays = PlayerSettings.OverlayList; Debug.WriteLine("Arrived at Manage Overlays with " + overlays.Count + " overlay schedules to show. We're already showing " + _overlays.Count + " overlay Regions", "Overlays"); // Take the ones we currently have up and remove them if they aren't in the new list or if they've been set to refresh // We use a for loop so that we are able to remove the region from the collection for (int i = 0; i < _overlays.Count; i++) { Debug.WriteLine("Assessing Overlay Region " + i, "Overlays"); string _ovelayName = "overlay" + _overlays[i].layoutId; var region = PlayerSettings.OverlayList[i]; bool found = false; bool refresh = false; foreach (ScheduleItem item in overlays) { if (item.scheduleid == region.scheduleId) { found = true; refresh = item.Refresh; break; } } if (!found || refresh) { if (refresh) { Trace.WriteLine(new LogMessage("MainForm - ManageOverlays", "Refreshing item that has changed."), LogType.Info.ToString()); } Debug.WriteLine("Removing overlay " + i + " which is no-longer required. Overlay: " + region.scheduleId, "Overlays"); // Remove the Region from the overlays collection _overlays.Remove(region); // As we've removed the thing we're iterating over, reduce i i--; // Clear down and dispose of the region. region = null; this.Dispatcher.BeginInvoke(new Action(() => { var item = root.FindName(_ovelayName) as System.Windows.Controls.UserControl; try { this.Overlay.Children.Remove(item); } catch (Exception ex) { } })); } else { Debug.WriteLine("Overlay Region found and not needing refresh " + i, "Overlays"); } } // Take the ones that are in the new list and add them foreach (ScheduleItem item in overlays) { // Check its not already added. bool found = false; foreach (LayoutOption region in _overlays) { if (region.scheduleId == item.scheduleid) { found = true; break; } } if (found) { Debug.WriteLine("Region already found for overlay - we're assuming here that if we've found one, they are all there.", "Overlays"); continue; } // Reset refresh item.Refresh = false; var _ovelayOptions = new LayoutOption(); RenderOverlays.ReadOvelyas(item, _ovelayOptions); PlayerSettings.OverlayList.Add(_ovelayOptions); string _ovelayName = "overlay" + _ovelayOptions.layoutId.ToString(); this.Dispatcher.BeginInvoke(new Action(() => { /* run your code here */ var overlayouts = new OverlayControl(_ovelayOptions.layoutId.ToString(), _ovelayOptions); overlayouts.Name = _ovelayName; root.RegisterName(_ovelayName, overlayouts); this.Overlay.Children.Add(overlayouts); })); } } catch (Exception ex) { } }
void Start() { timeleft = GameObject.Find("timeleft").GetComponent <Text>(); esitoTxt = GameObject.Find("esitoTxt"); overlayControl = GetComponent <OverlayControl>(); }