コード例 #1
0
ファイル: Form1.cs プロジェクト: olyakosyura/crusaders
 private void loadUsers()
 {
     Users.UsersSoapClient client = new Users.UsersSoapClient();
     m_Users            = client.ListUsers("8rAc1weajVfmpM07SpQAzmb/Jr3fJ1Lu9glo5OCGWN0=");
     tblData.DataSource = null;
     tblData.DataSource = m_Users;
     m_ControlsTypes    = ControlsTypes.ctUsers;
 }
コード例 #2
0
ファイル: Form1.cs プロジェクト: olyakosyura/crusaders
 private void loadMatches()
 {
     Matches.MatchesSoapClient client = new Matches.MatchesSoapClient();
     m_Matches                      = client.GetAllMatches();
     tblData.DataSource             = null;
     tblData.DataSource             = m_Matches;
     tblData.Columns["Id"].ReadOnly = true;
     m_ControlsTypes                = ControlsTypes.ctMatches;
 }
コード例 #3
0
ファイル: Form1.cs プロジェクト: olyakosyura/crusaders
 private void loadPlayers()
 {
     Players.PlayersSoapClient client = new Players.PlayersSoapClient();
     m_Players                      = client.GetAllPlayers_internal();
     tblData.DataSource             = null;
     tblData.DataSource             = m_Players;
     tblData.Columns["Id"].ReadOnly = true;
     m_ControlsTypes                = ControlsTypes.ctPlayers;
 }
コード例 #4
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    public static Boolean isAxis2RelatedControl(this ControlsTypes control)
    {
        switch (control)
        {
        case ControlsTypes.UP: return(true);

        case ControlsTypes.DOWN: return(true);
        }
        return(false);
    }
コード例 #5
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    public void OnControllerChange(Dropdown instance)
    {
        var dSelected = controllerTypeList[instance.value];

        foreach (GameObject input in controlFieldInstances)
        {
            ControlsTypes ctype = ControlsTypesMethods.stringToControlsType(input.GetComponentInChildren <Text>().text);
            input.GetComponent <Input_1>().setInputText(dSelected.getInputDefault(ctype));
        }
    }
コード例 #6
0
ファイル: AVR_Controls.cs プロジェクト: LiSmart/AVR_Craft
        public AVR_Controls(ControlsTypes mType, string mName, Object mValue, Point mLocation)
        {
            try
            {
                switch (mType)
                {
                //
                case ControlsTypes.Start:
                    mObject = new mButtonStart(mName, int.Parse(mValue.ToString()), mLocation);
                    break;

                case ControlsTypes.End:
                    break;

                //
                case ControlsTypes.TwoBranch:
                    break;

                //
                case ControlsTypes.ForCycle:
                    break;

                case ControlsTypes.WhileCycle:
                    break;

                case ControlsTypes.DoWhileCycle:
                //
                case ControlsTypes.mTimer:
                    break;

                case ControlsTypes.mCalculator:
                    break;

                //
                case ControlsTypes.input:
                    break;

                case ControlsTypes.output:
                    break;

                //
                case ControlsTypes.init:
                    break;
                }
            }
            catch
            {
            }
        }
コード例 #7
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    // This function is used for defining what inputs are a
    public static bool isInputAccepted(this ControllerTypes controller, ControlsTypes control, KeyCode code)
    {
        switch (controller)
        {
        case ControllerTypes.KEYBOARD:
            if (!code.ToString().Contains("Joystick") && !code.ToString().Contains("Mouse"))
            {
                return(true);
            }
            else
            {
                return(false);
            }

        case ControllerTypes.JOYSTICK:
            if (code.ToString().Contains("Joystick"))
            {
                return(true);
            }
            else
            {
                return(false);
            }

        case ControllerTypes.MOUSE:
            if (code.ToString().Contains("Mouse"))
            {
                return(true);
            }
            else
            {
                return(false);
            }
        }

        return(false);
    }
コード例 #8
0
ファイル: Form1.cs プロジェクト: olyakosyura/crusaders
 private void loadUsers()
 {
     Users.UsersSoapClient client = new Users.UsersSoapClient();
     m_Users = client.ListUsers("8rAc1weajVfmpM07SpQAzmb/Jr3fJ1Lu9glo5OCGWN0=");
     tblData.DataSource = null;
     tblData.DataSource = m_Users;
     m_ControlsTypes = ControlsTypes.ctUsers;
 }
コード例 #9
0
ファイル: Form1.cs プロジェクト: olyakosyura/crusaders
 private void loadPlayers()
 {
     Players.PlayersSoapClient client = new Players.PlayersSoapClient();
     m_Players = client.GetAllPlayers_internal();
     tblData.DataSource = null;
     tblData.DataSource = m_Players;
     tblData.Columns["Id"].ReadOnly = true;
     m_ControlsTypes = ControlsTypes.ctPlayers;
 }
コード例 #10
0
ファイル: Form1.cs プロジェクト: olyakosyura/crusaders
 private void loadMatches()
 {
     Matches.MatchesSoapClient client = new Matches.MatchesSoapClient();
     m_Matches = client.GetAllMatches();
     tblData.DataSource = null;
     tblData.DataSource = m_Matches;
     tblData.Columns["Id"].ReadOnly = true;
     m_ControlsTypes = ControlsTypes.ctMatches;
 }
コード例 #11
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    // This function is used to define the default keys for every game control defined on ControllerTypes.
    // (Mouse and Joystick in this case doesn't need the UP, DOWN, LEFT or RIGHT since those kind of movements are related to Axis input and not buttons)
    public static string getInputDefault(this ControllerTypes controller, ControlsTypes control)
    {
        string defaultInput = "NONE";

        switch (controller)
        {
        case ControllerTypes.MOUSE:
            switch (control)
            {
            case ControlsTypes.UP: defaultInput = "Mouse Y Movement"; break;

            case ControlsTypes.DOWN: defaultInput = "Mouse Y Movement"; break;

            case ControlsTypes.LEFT: defaultInput = "Mouse X Movement"; break;

            case ControlsTypes.RIGHT: defaultInput = "Mouse X Movement"; break;

            case ControlsTypes.ACTION: defaultInput = KeyCode.Mouse0.ToString(); break;
            }
            break;

        case ControllerTypes.KEYBOARD:
            switch (control)
            {
            case ControlsTypes.UP: defaultInput = KeyCode.W.ToString(); break;

            case ControlsTypes.DOWN: defaultInput = KeyCode.S.ToString(); break;

            case ControlsTypes.LEFT: defaultInput = KeyCode.A.ToString(); break;

            case ControlsTypes.RIGHT: defaultInput = KeyCode.D.ToString(); break;

            case ControlsTypes.ACTION: defaultInput = KeyCode.Space.ToString(); break;
            }
            break;

        case ControllerTypes.JOYSTICK:
            switch (control)
            {
            case ControlsTypes.UP: defaultInput = "Joystick Y Axis"; break;

            case ControlsTypes.DOWN: defaultInput = "Joystick Y Axis"; break;

            case ControlsTypes.LEFT: defaultInput = "Joystick X Axis"; break;

            case ControlsTypes.RIGHT: defaultInput = "Joystick X Axis"; break;

            case ControlsTypes.ACTION: defaultInput = KeyCode.JoystickButton0.ToString(); break;
            }
            break;

        case ControllerTypes.KEYBOARD_MOUSE:
            switch (control)
            {
            case ControlsTypes.UP: defaultInput = KeyCode.W.ToString(); break;

            case ControlsTypes.DOWN: defaultInput = KeyCode.S.ToString(); break;

            case ControlsTypes.LEFT: defaultInput = KeyCode.A.ToString(); break;

            case ControlsTypes.RIGHT: defaultInput = KeyCode.D.ToString(); break;

            case ControlsTypes.ACTION: defaultInput = KeyCode.Mouse0.ToString(); break;
            }
            break;
        }

        return(defaultInput);
    }
コード例 #12
0
ファイル: Form1.cs プロジェクト: derElektrobesen/crusaders
 private void loadUsers()
 {
     Users.UsersSoapClient client = new Users.UsersSoapClient();
     m_Users = client.ListUsers(appkey);
     tblData.DataSource = null;
     tblData.DataSource = m_Users;
     m_ControlsTypes = ControlsTypes.ctUsers;
 }