コード例 #1
0
        public override object ConvertTo(System.ComponentModel.ITypeDescriptorContext context, System.Globalization.CultureInfo culture, object value, System.Type destinationType)
        {
            if ((value == null))
            {
                return(null);
            }
            FacilityKind valueCasted = ((FacilityKind)(value));

            if ((valueCasted == FacilityKind.Generation))
            {
                return("generation");
            }
            if ((valueCasted == FacilityKind.Building))
            {
                return("building");
            }
            if ((valueCasted == FacilityKind.Plant))
            {
                return("plant");
            }
            if ((valueCasted == FacilityKind.Storage))
            {
                return("storage");
            }
            if ((valueCasted == FacilityKind.Switching))
            {
                return("switching");
            }
            throw new ArgumentOutOfRangeException("value");
        }
コード例 #2
0
 private void FrameFunction_Architecture_AfterGetFacilityToBuild() // 建设设施
 {
     this.CurrentGameObjects = this.CurrentArchitecture.BuildableFacilityKindList.GetSelectedList();
     if ((this.CurrentGameObjects != null) && (this.CurrentGameObjects.Count == 1))
     {
         FacilityKind facilityKind = this.CurrentGameObjects[0] as FacilityKind;
         this.CurrentArchitecture.BeginToBuildAFacility(facilityKind);
     }
 }
コード例 #3
0
 internal void SetArchitecture(Architecture architecture)
 {
     this.ShowingArchitecture = architecture;
     foreach (LabelText text in this.LabelTexts)
     {
         text.Text.Text = StaticMethods.GetPropertyValue(architecture, text.PropertyName).ToString();
     }
     this.CharacteristicText.AddText("特色", Color.Yellow);
     this.CharacteristicText.AddNewLine();
     foreach (Influence influence in this.ShowingArchitecture.Characteristics.Influences.Values)
     {
         this.CharacteristicText.AddText(influence.Description, Color.LightGreen);
         this.CharacteristicText.AddNewLine();
     }
     this.CharacteristicText.ResortTexts();
     this.FacilityText.AddText("设施", Color.Yellow);
     this.FacilityText.AddNewLine();
     if (this.ShowingArchitecture.BuildingFacility >= 0)
     {
         FacilityKind facilityKind = this.ShowingArchitecture.Scenario.GameCommonData.AllFacilityKinds.GetFacilityKind(this.ShowingArchitecture.BuildingFacility);
         if (facilityKind != null)
         {
             this.FacilityText.AddText("建造中:");
             this.FacilityText.AddText(facilityKind.Name, Color.Red);
             this.FacilityText.AddText(",剩余时间:");
             this.FacilityText.AddText(this.ShowingArchitecture.BuildingDaysLeft.ToString(), Color.LightGreen);
             this.FacilityText.AddText("天");
             this.FacilityText.AddNewLine();
         }
     }
     this.FacilityText.AddText("已有设施" + this.ShowingArchitecture.Facilities.Count + "个", Color.Lime);
     this.FacilityText.AddNewLine();
     foreach (Facility facility in this.ShowingArchitecture.Facilities)
     {
         this.FacilityText.AddText(facility.Name, Color.Red);
         this.FacilityText.AddText(",占用空间:");
         this.FacilityText.AddText(facility.PositionOccupied.ToString(), Color.LightGreen);
         this.FacilityText.AddText(",维持费用:");
         this.FacilityText.AddText(facility.MaintenanceCost.ToString(), Color.LightGreen);
         this.FacilityText.AddNewLine();
     }
     this.FacilityText.ResortTexts();
 }