public void createScollPane (List<TableItem> listTable, int typeRoom) { gameControl.panelWaiting.onShow (); setGameName (); listTableBehavior.Clear (); try { if(this.gameObject.activeInHierarchy) { for(int i = 0; i < listTable.Count; i++) { TableBehavior tableBehavior = new TableBehavior (); tableBehavior.id = listTable[i].id; tableBehavior.status = listTable[i].status; tableBehavior.name = listTable[i].name; tableBehavior.masid = listTable[i].masid; tableBehavior.nUser = listTable[i].nUser; tableBehavior.maxUser = listTable[i].maxUser; tableBehavior.money = listTable[i].money; tableBehavior.needMoney = listTable[i].needMoney; tableBehavior.maxMoney = listTable[i].maxMoney; tableBehavior.Lock = listTable[i].Lock; tableBehavior.typeTable = listTable[i].typeTable; tableBehavior.choinhanh = listTable[i].choinhanh; listTableBehavior.Add (tableBehavior); } _instanListViewControler.InitTableView (listTableBehavior, 0); } } catch(Exception e) { Debug.LogException (e); } gameControl.panelWaiting.onHide (); }
private void FindTable() { _table = GameObject.FindObjectOfType <TableBehavior>(); _listView = new MaterialListView(_treeViewState, _table, MaterialSelected); }
public IEnumerator ItemIsInvisible(int itemNumber) { if (isUpdatingList) { yield return(null); } isUpdatingList = true; if (dataList.Count > poolSize) // we need to do something "smart"... { Transform item = itemsPool[itemNumber]; int itemDataIndex = 0; if (item.tag.Equals(itemPrefab.gameObject.tag.ToString())) { itemDataIndex = item.GetComponent <TableBehavior> ().itemDataIndex; } int indexToCheck = 0; TableBehavior infItem = null; TableBehavior infSection = null; if (dataTracker.ContainsKey(itemDataIndex + 1)) { infItem = itemsPool[(int)(dataTracker[itemDataIndex + 1])].GetComponent <TableBehavior> (); infSection = itemsPool[(int)(dataTracker[itemDataIndex + 1])].GetComponent <TableBehavior> (); if ((infItem != null && infItem.verifyVisibility()) || (infSection != null && infSection.verifyVisibility())) { // dragging upwards (scrolling down) indexToCheck = itemDataIndex - (extraBuffer / 2); if (dataTracker.ContainsKey(indexToCheck)) { //do we have an extra item(s) as well? for (int i = indexToCheck; i >= 0; i--) { if (dataTracker.ContainsKey(i)) { infItem = itemsPool[(int)(dataTracker[i])].GetComponent <TableBehavior> (); infSection = itemsPool[(int)(dataTracker[i])].GetComponent <TableBehavior> (); if ((infItem != null && !infItem.verifyVisibility()) || (infSection != null && !infSection.verifyVisibility())) { item = itemsPool[(int)(dataTracker[i])]; if ((i) + poolSize < dataList.Count && i > -1) { PrepareListItemWithIndex(item, i + poolSize, i); } } } else { scrollCursor = itemDataIndex - 1; break; } } } } } if (dataTracker.ContainsKey(itemDataIndex - 1)) { infItem = itemsPool[(int)(dataTracker[itemDataIndex - 1])].GetComponent <TableBehavior> (); infSection = itemsPool[(int)(dataTracker[itemDataIndex - 1])].GetComponent <TableBehavior> (); if ((infItem != null && infItem.verifyVisibility()) || (infSection != null && infSection.verifyVisibility())) { //dragging downwards check the item below indexToCheck = itemDataIndex + (extraBuffer / 2); if (dataTracker.ContainsKey(indexToCheck)) { // if we have an extra item for (int i = indexToCheck; i < dataList.Count; i++) { if (dataTracker.ContainsKey(i)) { infItem = itemsPool[(int)(dataTracker[i])].GetComponent <TableBehavior> (); infSection = itemsPool[(int)(dataTracker[i])].GetComponent <TableBehavior> (); if ((infItem != null && !infItem.verifyVisibility()) || (infSection != null && !infSection.verifyVisibility())) { item = itemsPool[(int)(dataTracker[i])]; if ((i) - poolSize > -1 && (i) < dataList.Count) { PrepareListItemWithIndex(item, i - poolSize, i); } } } else { scrollCursor = itemDataIndex + 1; break; } } } } } } isUpdatingList = false; }
protected virtual void OnEnable() { _table = (target as MonoBehaviour)?.gameObject.GetComponentInParent <TableBehavior>(); PopulateDropDownOptions(); EditorApplication.hierarchyChanged += OnHierarchyChange; }
public static void ImportRenderObject(IRenderable item, RenderObject ro, GameObject obj, TableBehavior table) { if (ro.Mesh == null) { Logger.Warn($"No mesh for object {obj.name}, skipping."); return; } var mesh = ro.Mesh.ToUnityMesh($"{obj.name}_mesh"); // apply mesh to game object var mf = obj.AddComponent <MeshFilter>(); mf.sharedMesh = mesh; // apply material var mr = obj.AddComponent <MeshRenderer>(); mr.sharedMaterial = ro.Material.ToUnityMaterial(table); mr.enabled = ro.IsVisible; // patch table.Patcher.ApplyPatches(item, ro, obj); }
public VPEUtilities(DebugUI debugUI, TableBehavior tableBehavior) { _debugUI = debugUI; _player = GameObject.FindObjectsOfType <Player>()?[0]; _worldToLocal = tableBehavior.gameObject.transform.worldToLocalMatrix; }
public static UnityEngine.Material ToUnityMaterial(this PbrMaterial vpxMaterial, TableBehavior table, StringBuilder debug = null) { if (table != null) { var existingMat = table.GetMaterial(vpxMaterial); if (existingMat != null) { return(existingMat); } } var unityMaterial = MaterialConverter.CreateMaterial(vpxMaterial, table, debug); if (table != null) { table.AddMaterial(vpxMaterial, unityMaterial); } return(unityMaterial); }
/// <summary> /// Is called by the <see cref="LayerEditor"/> when a new TableBehavior is created/deleted /// </summary> /// <param name="tableBehavior"></param> public void OnHierarchyChange(TableBehavior tableBehavior) { _tableBehavior = tableBehavior; _layers.Clear(); Rebuild(); }
public void Init(TableBehavior tableBehavior) { }