Esempio n. 1
0
 private void save(StepStruct s)
 {
     s.namspace  = tbNamespace.Text;
     s.name      = tbClassName.Text;
     s.upperCase = chkUpperCase.Checked;
     s.fnumber   = s.NumbersList[cbNumberType.SelectedIndex].Key;
 }
    private void initializeStep(int idStp)
    {
        StepStruct currentStep = steps[idStp];
        List <ConsequenceStruct> consequences = currentStep.consequences;

        foreach (ConsequenceStruct cons in consequences)
        {
            initializeConsequence(cons);
        }

        if (!endNode)
        {
            if (currentStep.conditions.Count != 0)
            {
                List <ConditionStruct> conditions = currentStep.conditions;
                foreach (ConditionStruct cond in conditions)
                {
                    initializeCondition(cond);
                }
            }

            GameObject.Find("TaskName").GetComponent <UnityEngine.UI.Text>().text        = currentStep.nameStep;
            GameObject.Find("TaskDescription").GetComponent <UnityEngine.UI.Text>().text = currentStep.descriptionStep;
        }
    }
Esempio n. 3
0
        private void render(StepStruct s)
        {
            tbNamespace.Text     = s.namspace;
            tbClassName.Text     = s.name;
            chkUpperCase.Checked = s.upperCase;

            cbNumberType.Items.Clear();
            if (manager.StepGen.gtype == GenType.CSharpStruct)
            {
                cbNumberType.Enabled = false; // support only System.Version
                s.fnumber            = StepStruct.NumberType.SystemVersion;
            }
            else
            {
                cbNumberType.Enabled = true;
                if (manager.StepGen.gtype == GenType.CppStruct)
                {
                    s.fnumber = StepStruct.NumberType.NativeStruct; // to start with native
                }
            }

            cbNumberType.Items.AddRange(s.NumbersList.Select(i => i.Value).ToArray());
            cbNumberType.SelectedIndex = s.NumbersList.FindIndex(i => i.Key == s.fnumber);
        }