コード例 #1
0
 internal HeadState RequestLastStateById(int idHead)
 {
     using (MainDbContext dbContext = new MainDbContext())
     {
         HeadState hd = dbContext.DvHeadStates.Where(t => t.Idhead == idHead).OrderByDescending(t => t.Time).First();
         return(hd);
     }
 }
コード例 #2
0
ファイル: PlayerHead.cs プロジェクト: isoundy000/wzry-1
 private void SetState(HeadState hs)
 {
     if (hs != this._state)
     {
         this._state = hs;
         base.GetComponent <CUIEventScript>().enabled = (this._state == HeadState.Normal) || (this._state == HeadState.ReviveReady);
     }
 }
コード例 #3
0
        public ActionResult DeleteConfirmed(int id)
        {
            HeadState headState = db.DvHeadStates.Find(id);

            db.DvHeadStates.Remove(headState);
            db.SaveChanges();
            return(RedirectToAction("Index"));
        }
コード例 #4
0
ファイル: Head.cs プロジェクト: JoeProgram/monster
    protected void TurnIntoNeck()
    {
        headState = HeadState.NECK;
        features.SetActive(false);
        KeyManager.instance.ReturnKey(key);

        Hydra.instance.CreateDeadHead(transform);
    }
コード例 #5
0
    IEnumerator AppearAgain(Transform trans, Vector3 start_p,
                            Vector3 end_p, float time)
    {
        yield return(StartCoroutine(MoveObject(trans, start_p, end_p, time)));

        m_State = HeadState.Stationary;
        yield return(null);
    }
コード例 #6
0
    public void MonsterIsDestroying()
    {
        m_State = HeadState.Destroyed;
        Vector3 end_p = new Vector3(m_IsRightHead ? m_StartPosX : -m_StartPosX, -10.0f, 0.0f);

        StartCoroutine(DestroyTheHead(transform, transform.position, end_p, 3.0f));
        FallChewingObjects();
    }
コード例 #7
0
    public void Restart()
    {
        m_MonsterContr = (MonsterController)m_Monster.GetComponent(typeof(MonsterController));
        m_State        = HeadState.Stationary;
        DestroyChewingObjects();

        Init();
        RestartPhysics();
    }
コード例 #8
0
ファイル: PlayerHeadMove.cs プロジェクト: aoyamatakuma/tempra
 // Start is called before the first frame update
 void Start()
 {
     rigidPlayer        = GetComponent <Rigidbody2D>();
     playerHeadCollider = GetComponent <CircleCollider2D>();
     player             = player.GetComponent <PlayerMove>();
     anim              = GetComponent <Animator>();
     moveflag          = false;
     headAwaCreate     = true;
     headGoalAwaDelete = true;
     currentHeadState  = HeadState.Move;
 }
コード例 #9
0
 public ActionResult Edit([Bind(Include = "Id,Time,Idhead,Voltage,Temperature,Status,HeadTime")] HeadState headState)
 {
     if (ModelState.IsValid)
     {
         db.Entry(headState).State = EntityState.Modified;
         db.SaveChanges();
         return(RedirectToAction("Index"));
     }
     ViewBag.Idhead = new SelectList(db.DvHeads, "Id", "Ipaddress", headState.Idhead);
     return(View(headState));
 }
コード例 #10
0
 // Start is called before the first frame update
 void Start()
 {
     audioEventEmitter = GetComponent <StudioEventEmitter>();
     if (isLeft)
     {
         GetComponent <SpriteRenderer>().flipX = true;
         gamePos *= -1;
         endPos  *= -1;
     }
     SetIsTalking(talking);
     hS = HeadState.beginGame;
 }
コード例 #11
0
        /// <summary>
        /// ЛИЧНЫЙ КАБИНЕТ Вернуть страницу со списком тревожных сообщений
        /// Возращает список всех тревожных сообщений (event)
        /// Информацию о конфигурации (config)
        /// Информацию о текущем состоянии устройства (сделать автообновление) (head_state)
        /// Информацию о конфигурационной таблице устройств (head_table)
        /// Информацию об адресе из конфигурации (address)
        /// </summary>
        /// <param name="page"></param>
        /// <returns></returns>
        public ActionResult Index(int?page, int?idHead, string type = "all")
        {
            // !!! запрос происходит не с ObjectCardIndex а с GetEventData // check // временно передавать в модель тип текущих сообщений
            int _idHead      = idHead == null ? 1 : (int)idHead;
            var dvHeadEvents = db.DvHeadEvents.Include(e => e.DvHead).Where(e => e.DvHead.Id.Equals(_idHead)).ToList();
            var pageNumber   = (page ?? 1);
            var pageSize     = 6;

            // получить таблицы подключенных устройств
            TablesDto tablesDto = tableService.RequestDeviceTables(_idHead);

            if (tablesDto.Failure)
            {
                return(HttpNotFound());
            }
            ;

            // узнать состояние DV-HEAD OMEGA
            HeadState headState = stateService.RequestLastStateById(_idHead);

            // TODO Config и Address в дальнейшем можно хранить в классе конфигурация приложения

            // в зависимости от типа запрашиваемых данных требуется возвращать обработанные или нет сообщения
            // var events = null; - check
            EventViewModel eventViewModel = new EventViewModel();

            switch (type)
            {
            case "all":
                eventViewModel.Events = dvHeadEvents.OrderByDescending(o => o.Time).ToPagedList(pageNumber, pageSize);
                eventViewModel.Type   = "all";
                break;

            case "crud":
                eventViewModel.Events = dvHeadEvents.Where(o => o.Alarm > 0).OrderByDescending(o => o.Time).ToPagedList(pageNumber, pageSize);
                eventViewModel.Type   = "crud";
                break;

            default:
                eventViewModel.Events = dvHeadEvents.OrderByDescending(o => o.Time).ToPagedList(pageNumber, pageSize);
                eventViewModel.Type   = "all";
                break;
            }

            eventViewModel.ExternalTable      = tablesDto.ExternalTable;
            eventViewModel.ConfigurationTable = tablesDto.ConfigurationTable;
            eventViewModel.DvHead             = tablesDto.DvHead;
            eventViewModel.DvHeadState        = headState;
            eventViewModel.Address            = tablesDto.Address;

            return(View(eventViewModel));
        }
コード例 #12
0
ファイル: LamaController.cs プロジェクト: kavehes/GameMakerTk
    void Update()
    {
        switch (headState)
        {
        case HeadState.Attached:
            head.transform.position = (cursor.transform.position - neckStart.transform.position).normalized * neckSize + neckStart.position;
            if (cursor.transform.position.x > transform.position.x && !FacingRight || cursor.transform.position.x < transform.position.x && FacingRight)
            {
                Flip();
            }
            //Launch the head
            if (Input.GetButtonDown("A_P" + playerNumber))
            {
                head.GetComponent <Rigidbody2D>().velocity = Vector2.zero;
                head.GetComponent <Rigidbody2D>().AddForce((cursor.transform.position - neckStart.transform.position).normalized * headLaunchForce);
                head.GetComponent <Rigidbody2D>().gravityScale = 1;
                AkSoundEngine.PostEvent("Play_Lancer", gameObject);
                headScript.EnableJoint(true);
                headState = HeadState.Launched;
            }
            break;

        case HeadState.Launched:
            if (Input.GetButtonDown("Y_P" + playerNumber))
            {
                foreach (CircleCollider2D c in headScript.cc)
                {
                    c.enabled = true;
                }
                head.GetComponent <HeadScript>().StartCoroutine(head.GetComponent <HeadScript>().Rewind());
                headState = HeadState.CommingBack;
            }
            break;

        case HeadState.Grabbing:
            //UnGrab
            if (Input.GetButtonDown("Y_P" + playerNumber))
            {
                headScript.UnGrab();
            }
            //Eat enemy
            else if (Input.GetButtonDown("B_P" + playerNumber))
            {
                if (headScript.Eat())
                {
                    head.GetComponent <HeadScript>().StartCoroutine(head.GetComponent <HeadScript>().Rewind());
                    headState = HeadState.CommingBack;
                }
            }
            break;
        }
    }
コード例 #13
0
ファイル: PlayerHeadMove.cs プロジェクト: aoyamatakuma/tempra
    void OnHeadStateChanged(HeadState state)
    {
        switch (state)
        {
        case HeadState.Stop:
            Stop();
            break;

        case HeadState.Move:
            NormalMove();
            break;
        }
    }
コード例 #14
0
    public void Fall()
    {
        if (!IsOk())
        {
            return;
        }
        m_State = HeadState.Falling;
        Vector3 new_p    = new Vector3(m_IsRightHead ? m_StartPosX : -m_StartPosX, m_StartPosY, 0.0f);
        Vector3 appear_p = new Vector3(0.0f, 0.0f, 0.0f);

        StartCoroutine(FallAndThanAppearAgain(transform, transform.localPosition, new_p, appear_p, 3.0f));
        FallChewingObjects();
        RestartPhysics();
    }
コード例 #15
0
ファイル: PlayerHead.cs プロジェクト: isoundy000/wzry-1
        private void UpdateReviveCd()
        {
            if ((this.MyHero != 0) && (this.MyHero.handle.ActorControl != null))
            {
                int num = Mathf.RoundToInt(this.MyHero.handle.ActorControl.ReviveCooldown * 0.001f);
                if (num >= 0)
                {
                    if (this.ReviveCdTxt != null)
                    {
                        this.ReviveCdTxt.text = string.Format("{0}", num);
                    }
                    this.SetState(HeadState.ReviveCDing);
                }
                else if (!Singleton <BattleLogic> .instance.GetCurLvelContext().IsMobaMode())
                {
                    Player player = Singleton <GamePlayerCenter> .instance.GetPlayer(this._myHero.handle.TheActorMeta.PlayerId);

                    if (player != null)
                    {
                        HeadState hs = !player.IsMyTeamOutOfBattle() ? HeadState.ReviveForbid : HeadState.ReviveReady;
                        if (hs != this._state)
                        {
                            this.SetState(hs);
                            if (this._state == HeadState.ReviveReady)
                            {
                                this.ReviveCdTxt.text = Singleton <CTextManager> .GetInstance().GetText("PlayerHead_dianji");

                                this.ReviveCdTxt.color    = Color.green;
                                this.ReviveCdTxt.fontSize = 14;
                                this.HeroHeadImg.color    = new Color(1f, 1f, 1f);
                            }
                            else
                            {
                                this.ReviveCdTxt.text = Singleton <CTextManager> .GetInstance().GetText("PlayerHead_tuozhan");

                                this.ReviveCdTxt.color    = Color.gray;
                                this.ReviveCdTxt.fontSize = 14;
                                this.HeroHeadImg.color    = new Color(0.3f, 0.3f, 0.3f);
                            }
                        }
                        Player hostPlayer = Singleton <GamePlayerCenter> .GetInstance().GetHostPlayer();

                        if (((hostPlayer != null) && (this._state == HeadState.ReviveReady)) && hostPlayer.Captain.handle.ActorControl.m_isAutoAI)
                        {
                            this.MyHero.handle.ActorControl.Revive(false);
                        }
                    }
                }
            }
        }
コード例 #16
0
        // GET: HeadStates/Details/5
        public ActionResult Details(int?id)
        {
            if (id == null)
            {
                return(new HttpStatusCodeResult(HttpStatusCode.BadRequest));
            }
            HeadState headState = db.DvHeadStates.Find(id);

            if (headState == null)
            {
                return(HttpNotFound());
            }
            return(View(headState));
        }
コード例 #17
0
    private void UpdateState()
    {
        HeadState nextStateByEnvironment = GetNextStateByEnvironment();

        nextState = (nextState > nextStateByEnvironment ? nextState : nextStateByEnvironment);

        if (state != nextState)
        {
            HandleStateTransitionSideEffect(state, nextState);
            state = nextState;
        }

        nextState = HeadState.None;
    }
コード例 #18
0
        // GET: HeadStates/Edit/5
        public ActionResult Edit(int?id)
        {
            if (id == null)
            {
                return(new HttpStatusCodeResult(HttpStatusCode.BadRequest));
            }
            HeadState headState = db.DvHeadStates.Find(id);

            if (headState == null)
            {
                return(HttpNotFound());
            }
            ViewBag.Idhead = new SelectList(db.DvHeads, "Id", "Ipaddress", headState.Idhead);
            return(View(headState));
        }
コード例 #19
0
ファイル: Head.cs プロジェクト: BLesnau/weddinggame
        public void Draw( GameTime gameTime )
        {
            if ( _headState == HeadState.Normal )
             {
            DrawingHelper.Draw( _normal,
               new Rectangle( (int) _normalPos.X, (int) _normalPos.Y, _normal.Width, _normal.Height ),
               Color.White );
             }
             else if ( _headState == HeadState.Open )
             {
            if ( _shakeStart == TimeSpan.Zero )
            {
               _shakeStart = gameTime.TotalGameTime;
            }

            if ( ( gameTime.TotalGameTime - _shakeStart ) >= _shakeTime )
            {
               _headState = HeadState.Normal;
               DrawingHelper.Draw( _normal,
               new Rectangle( (int) _normalPos.X, (int) _normalPos.Y, _normal.Width, _normal.Height ),
               Color.White );
            }
            else
            {
               if ( ( gameTime.TotalGameTime - _timeSinceShake ) >= _timeBetweenShake )
               {
                  _shook = !_shook;
                  _timeSinceShake = gameTime.TotalGameTime;
               }

               if ( _shook )
               {
                  DrawingHelper.Draw( _open, new Rectangle( (int) _openPos.X, (int) _openPos.Y, _open.Width, _open.Height ), Color.White );
               }
               else
               {
                  DrawingHelper.Draw( _open,
                                       new Rectangle( (int) _openPos.X, (int) ( _openPos.Y - _shakeMoveAmount ), _open.Width, _open.Height ),
                                      Color.White );
               }
            }
             }
             else if ( _headState == HeadState.OpenForever )
             {

             }
        }
コード例 #20
0
    private void HandleStateTransitionSideEffect(HeadState oldState, HeadState newState)
    {
        switch (newState)
        {
        case HeadState.Waiting:
            stateEndTime = Time.time + WaitingTimeBeforeLaunch;
            break;

        case HeadState.Launched:
            transform.parent = transform.parent.parent;
            break;

        case HeadState.ObstacleHit:
            Die();
            break;
        }
    }
コード例 #21
0
 void EatMass(float mass, FallingObject fo = null)           // if fo != null => destroy the object
 {
     m_MonsterContr.EatMass(mass);
     if (fo)
     {
         m_ChewingObjects.Remove(fo);
         Destroy(fo);
     }
     m_MassChewingObjs -= mass;
     if (m_MassChewingObjs < 0.001f)
     {
         m_State = HeadState.Stationary;
     }
     else
     {
         m_State = HeadState.Chewing;
     }
 }
コード例 #22
0
 // Update is called once per frame
 void Update()
 {
     if (state == HeadState.dropping)
     {
         transform.localPosition = new Vector3(0, transform.localPosition.y - 0.05f, -5);
         if (transform.localPosition.y <= minHeight)
         {
             state = HeadState.rising;
         }
     }
     if (state == HeadState.rising)
     {
         transform.localPosition = new Vector3(0, transform.localPosition.y + 0.01f, -5);
         if (transform.localPosition.y >= maxHeight)
         {
             state = HeadState.still;
         }
     }
 }
コード例 #23
0
ファイル: ConfertableUI.cs プロジェクト: ittimGame1/G8Mao
    public void SetHeadIcon(HeadState state)
    {
        switch (state)
        {
        case HeadState.Normal:
            SetHeadIcon(0);
            break;

        case HeadState.Nervious:
            SetHeadIcon(1);
            break;

        case HeadState.Hurt:
            SetHeadIcon(2);
            break;

        case HeadState.Good:
            SetHeadIcon(3);
            break;
        }
    }
コード例 #24
0
ファイル: Head.cs プロジェクト: Azirsec/Bodybuilder
    // Update is called once per frame
    void Update()
    {
        timer += Time.deltaTime;

        float width = (float)health / (float)3;

        print(width);

        healthbar.rectTransform.sizeDelta = new Vector2(width * 600, 40);

        switch (state)
        {
        case HeadState.NotTired:

            //create a line from the eyes to the player

            aimlocation = player.transform.position - new Vector3(0, 0.5f, 0);
            transform.LookAt(player.transform.position - new Vector3(0, 0.5f, 0));

            if (timer > 3.0f)
            {
                state = HeadState.PreparingToFire;
                timer = 0;
            }
            break;

        case HeadState.PreparingToFire:

            aimlocation = player.transform.position - new Vector3(0, 0.5f, 0);
            transform.LookAt(aimlocation);

            //make laser lines visible
            line.enabled  = true;
            line2.enabled = true;

            line.SetPosition(0, righteye.transform.position);
            line.SetPosition(1, aimlocation);

            line2.SetPosition(0, lefteye.transform.position);
            line2.SetPosition(1, aimlocation);

            if (timer > 1.0f)
            {
                state = HeadState.Firing;
                timer = 0;

                //make lines wider and more red? Old laser tracking stuff

                /*
                 * line.startWidth = 0.15f;
                 * line.endWidth = 0.15f;
                 * line2.startWidth = 0.15f;
                 * line2.endWidth = 0.15f;
                 * line.startColor = dangerousLaser.color;
                 * line.endColor = dangerousLaser.color;
                 * line2.startColor = dangerousLaser.color;
                 * line2.endColor = dangerousLaser.color;
                 */
            }
            break;

        case HeadState.Firing:
            // fire off the raycasts and damage player if hit
            //aimlocation += (player.transform.position - aimlocation).normalized * 5.0f * Time.deltaTime;

            aimlocation = player.transform.position - new Vector3(0, 0.5f, 0);
            transform.LookAt(aimlocation);

            line.enabled  = false;
            line2.enabled = false;

            Quaternion direction = new Quaternion();
            direction.SetLookRotation(aimlocation - righteye.transform.position);
            Instantiate(laser, righteye.transform.position + transform.forward, direction);

            direction.SetLookRotation(aimlocation - lefteye.transform.position);
            Instantiate(laser, lefteye.transform.position + transform.forward, direction);

            print(shotsLeft);
            shotsLeft -= 1;
            if (shotsLeft <= 0)
            {
                shotsLeft = maxShots;
                state     = HeadState.Tired;
                animator.SetBool("Tired", true);

                transform.forward            = new Vector3(0, 0, 1);
                weakspot.transform.position += transform.forward;
            }
            else
            {
                state = HeadState.NotTired;
            }

            /*
             * line.SetPosition(0, righteye.transform.position);
             * line.SetPosition(1, aimlocation);
             *
             * line2.SetPosition(0, lefteye.transform.position);
             * line2.SetPosition(1, aimlocation);*/

            //if (timer > 1.0f)
            //{
            timer = 0;

            //turn off eye lasers once they fire and reset their width. old laser stuff

            /*line.enabled = false;
             * line2.enabled = false;
             * line.startWidth = 0.1f;
             * line.endWidth = 0.1f;
             * line2.startWidth = 0.1f;
             * line2.endWidth = 0.1f;
             *
             * line.startColor = safeLaser.color;
             * line.endColor = safeLaser.color;
             * line2.startColor = safeLaser.color;
             * line2.endColor = safeLaser.color;*/
            //}
            break;

        case HeadState.Tired:
            //boss plays lean forward animation and waits for a few seconds
            if (timer >= 8)
            {
                state = HeadState.NotTired;
                animator.SetBool("Tired", false);
                weakspot.transform.position -= transform.forward;
            }

            break;
        }
    }
コード例 #25
0
ファイル: Head.cs プロジェクト: BLesnau/weddinggame
 public void Shake()
 {
     _headState = HeadState.Open;
      _timeSinceShake = TimeSpan.Zero;
      _shook = false;
      _shakeStart = TimeSpan.Zero;
 }
コード例 #26
0
ファイル: DrawPlayMode.cs プロジェクト: m365462129/MyStudio2
        // NGUI 的标签头
        static public bool DrawItemHeader(PlayModeConfig config, ref HeadState state, int index)
        {
            string text = config.value + "        id = " + config.key;

            GUILayout.Space(3f);
            switch (state)
            {
            case HeadState.Edit:
                GUI.backgroundColor = new Color(1f, 1f, 1f);
                text = "\u25BC " + text;
                break;

            default:
                GUI.backgroundColor = (index % 2 == 0 ? new Color(0.7f, 0.8f, 0.8f) : new Color(0.8f, 0.8f, 0.8f));
                text = "\u25BA " + text;
                break;
            }
            GUILayout.BeginHorizontal();
            GUI.changed = false;

            bool result;

            EditorGUILayout.BeginVertical(GUILayout.Width(415));
            if (state == HeadState.Edit)
            {
                result     = true;
                isHideHead = GUILayout.Toggle(isHideHead, text, "dragtab", GUILayout.Width(415));
                if (!isHideHead)
                {
                    state     = HeadState.Nomal;
                    editIndex = -1;
                    Debug.Log("Hide");
                    isHideHead = true;
                    result     = false;
                }
            }
            else
            {
                result = !GUILayout.Toggle(true, text, "dragtab", GUILayout.Width(415));
            }
            EditorGUILayout.EndVertical();
            GUI.backgroundColor = Color.white;
            EditorGUILayout.BeginVertical(GUILayout.Width(20));
            if (GUILayout.Button("↑", GUILayout.Width(20)))
            {
                int configIndex = PlayModeTools.pData.configs.IndexOf(config);
                if (configIndex != 0)
                {
                    var temp = PlayModeTools.pData.configs[configIndex];
                    PlayModeTools.pData.configs[configIndex]     = PlayModeTools.pData.configs[configIndex - 1];
                    PlayModeTools.pData.configs[configIndex - 1] = temp;
                    PlayModeTools.SortData();
                }
            }
            EditorGUILayout.EndVertical();
            EditorGUILayout.BeginVertical(GUILayout.Width(20));
            if (GUILayout.Button("↓", GUILayout.Width(20)))
            {
                int configIndex = PlayModeTools.pData.configs.IndexOf(config);
                if (configIndex != PlayModeTools.pData.configs.Count - 1)
                {
                    var temp = PlayModeTools.pData.configs[configIndex];
                    PlayModeTools.pData.configs[configIndex]     = PlayModeTools.pData.configs[configIndex + 1];
                    PlayModeTools.pData.configs[configIndex + 1] = temp;
                    PlayModeTools.SortData();
                }
            }
            EditorGUILayout.EndVertical();
            GUI.backgroundColor = Color.red;
            EditorGUILayout.BeginVertical(GUILayout.Width(20));
            if (GUILayout.Button("x", GUILayout.Width(20)))
            {
                int configIndex = PlayModeTools.pData.configs.IndexOf(config);
                PlayModeTools.pData.configs.RemoveAt(configIndex);
                PlayModeTools.SortData();
            }
            EditorGUILayout.EndVertical();

            GUILayout.EndHorizontal();
            GUI.backgroundColor = Color.white;
            //if (!state) GUILayout.Space(3f);
            return(result);
        }
コード例 #27
0
ファイル: Head.cs プロジェクト: JoeProgram/monster
    protected void TurnIntoNeck()
    {
        headState = HeadState.NECK;
        features.SetActive (false);
        KeyManager.instance.ReturnKey (key);

        Hydra.instance.CreateDeadHead (transform);
    }
コード例 #28
0
ファイル: DrawPlayMode.cs プロジェクト: m365462129/MyStudio2
        public static void Draw()
        {
            GUILayout.Space(10);
            EditorGUILayout.BeginVertical();
            EditorGUILayout.BeginHorizontal();
            if (GUILayout.Button("<", GUILayout.Width(20)))
            {
                PlayModeTools.curProvince = -1;
                return;
            }

            EditorGUILayout.LabelField("", GUILayout.Width(400));

            EditorGUILayout.LabelField(PlayModeTools.pData.name + "玩法编辑", GUILayout.Width(400));

            EditorGUILayout.EndHorizontal();
            GUILayout.Space(10);
            HeadState state = HeadState.Nomal;

            scroll = GUILayout.BeginScrollView(scroll);
            for (int i = 0; i < PlayModeTools.pData.configs.Count; i++)
            {
                EditorGUILayout.BeginHorizontal();
                EditorGUILayout.BeginVertical(GUILayout.Width(490));
                if (editIndex == i)
                {
                    state = HeadState.Edit;
                }
                else
                {
                    state = HeadState.Nomal;
                }
                if (DrawItemHeader(PlayModeTools.pData.configs[i], ref state, i))
                {
                    // if(i == 0)
                    //  Debug.Log(state);
                    switch (state)
                    {
                    case HeadState.Nomal:
                        editIndex    = i;
                        locationName = string.Empty;
                        break;

                    default:
                        editIndex = i;
                        if (i < PlayModeTools.pData.configs.Count)
                        {
                            DrawItem(PlayModeTools.pData.configs[i]);
                        }
                        break;
                    }
                }
                EditorGUILayout.EndVertical();
                EditorGUILayout.EndHorizontal();
            }
            GUILayout.EndScrollView();
            GUILayout.Space(5);
            EditorGUILayout.BeginHorizontal();
            //createLocationName = EditorGUILayout.TextField(createLocationName,GUILayout.Width(200));
            if (GUILayout.Button("+", "OL Titlemid", GUILayout.Width(PlayModeEditorWindow.window.maxSize.x)))
            {
                PlayModeConfig config = new PlayModeConfig();
                config.key   = PlayModeTools.pData.GetConfigNextId();
                config.value = "新增的地区";
                PlayModeTools.pData.configs.Add(config);
            }

            EditorGUILayout.EndHorizontal();
            EditorGUILayout.BeginHorizontal("TextArea", GUILayout.MinHeight(100));
            EditorGUILayout.BeginVertical(GUILayout.Width(85));
            EditorGUILayout.LabelField(" ", GUILayout.Width(85));
            EditorGUILayout.EndVertical();
            EditorGUILayout.BeginVertical(GUILayout.Width(100));
            EditorGUILayout.LabelField(" ", GUILayout.Width(5), GUILayout.Height(25));
            if (GUILayout.Button("手动保存", GUILayout.Width(100), GUILayout.Height(50)))
            {
                PlayModeTools.SortData();
                if (EditorUtility.DisplayDialog("提示", "已手动保存!", "知道了"))                                 //显示对话框
                {
                }
            }
            EditorGUILayout.EndVertical();
            EditorGUILayout.BeginVertical(GUILayout.Width(100));
            EditorGUILayout.LabelField(" ", GUILayout.Width(5), GUILayout.Height(25));
            if (GUILayout.Button("生成Lua配置", GUILayout.Width(100), GUILayout.Height(50)))
            {
                PlayModeTools.ExportLuaScript();
                if (EditorUtility.DisplayDialog("提示", "已生成全国与省份配置!", "确定"))                                 //显示对话框
                {
                }
            }
            EditorGUILayout.EndVertical();

            EditorGUILayout.BeginVertical(GUILayout.Width(100));
            EditorGUILayout.LabelField(" ", GUILayout.Width(5), GUILayout.Height(25));
            if (GUILayout.Button("生成本省Lua配置", GUILayout.Width(100), GUILayout.Height(50)))
            {
                PlayModeTools.ExportPlayModeLuaScript();
                if (EditorUtility.DisplayDialog("提示", "已导出本省Lua文件至" + PlayModeTools.luaPath, "确定"))                               //显示对话框
                {
                }
            }
            EditorGUILayout.EndVertical();

            EditorGUILayout.BeginVertical(GUILayout.Width(75));
            EditorGUILayout.LabelField(" ", GUILayout.Width(75));
            EditorGUILayout.EndVertical();
            EditorGUILayout.EndHorizontal();
            EditorGUILayout.EndVertical();
        }
コード例 #29
0
ファイル: DrawProvince.cs プロジェクト: huaqiangame/dahhu
        public static void Draw()         //Dictionary<,string,ProvinceData> Draw()
        {
            GUILayout.Space(10);
            EditorGUILayout.BeginVertical();

            EditorGUILayout.BeginHorizontal();
            PlayModeTools.data.isLocal = EditorGUILayout.ToggleLeft("单省包", PlayModeTools.data.isLocal, GUILayout.Width(100));
            int lableWidth = 300;

            if (PlayModeTools.data.isLocal && PlayModeTools.provinceNames.Count > 0)
            {
                lableWidth = 200;
                int selectIndex = PlayModeTools.provinceNames.IndexOf(PlayModeTools.data.configs.Find(a => a.key == PlayModeTools.data.localId).name);
                int index       = selectIndex;
                selectIndex = EditorGUILayout.Popup(selectIndex, PlayModeTools.provinceNames.ToArray(), GUILayout.Width(100));
                if (index != selectIndex)
                {
                    PlayModeTools.data.localId = PlayModeTools.data.configs.Find(a => a.name == PlayModeTools.provinceNames[selectIndex]).key;
                }
            }

            EditorGUILayout.LabelField("", GUILayout.Width(lableWidth));

            EditorGUILayout.LabelField("省份编辑", GUILayout.Width(60));

            EditorGUILayout.EndHorizontal();

            scroll = GUILayout.BeginScrollView(scroll);
            {
                HeadState state = HeadState.Nomal;
                for (int i = 0; i < PlayModeTools.data.configs.Count; i++)
                {
                    EditorGUILayout.BeginHorizontal();
                    EditorGUILayout.BeginVertical(GUILayout.Width(490));
                    if (editIndex == i)
                    {
                        state = HeadState.Edit;
                    }
                    else
                    {
                        state = HeadState.Nomal;
                    }
                    if (DrawItemHeader(PlayModeTools.data.configs[i], ref state, i))
                    {
                        // if(i == 0)
                        //  Debug.Log(state);
                        switch (state)
                        {
                        case HeadState.Nomal:
                            editIndex = i;
                            break;

                        default:
                            editIndex = i;
                            if (i < PlayModeTools.data.configs.Count)
                            {
                                DrawItem(PlayModeTools.data.configs[i], i);
                            }
                            break;
                        }
                    }
                    EditorGUILayout.EndVertical();
                    EditorGUILayout.EndHorizontal();
                }
                GUILayout.EndScrollView();
                GUILayout.Space(5);
                EditorGUILayout.BeginHorizontal();

                if (GUILayout.Button("+", "OL Titlemid", GUILayout.Width(PlayModeEditorWindow.window.maxSize.x)))
                {
                    ProvinceData config = new ProvinceData();
                    config.key       = PlayModeTools.data.GetConfigNextId();
                    config.name      = "新增的省份";
                    config.shortName = "新省";
                    config.gameName  = "NewProvince";

                    config.configs.Add(PublicConfig.instance.GetClone());
                    PlayModeTools.data.configs.Add(config);
                }

                EditorGUILayout.EndHorizontal();
                EditorGUILayout.BeginHorizontal("TextArea", GUILayout.MinHeight(100));
                EditorGUILayout.BeginVertical(GUILayout.Width(85));
                EditorGUILayout.LabelField(" ", GUILayout.Width(85));
                EditorGUILayout.EndVertical();
                EditorGUILayout.BeginVertical(GUILayout.Width(100));
                EditorGUILayout.LabelField(" ", GUILayout.Width(5), GUILayout.Height(25));
                if (GUILayout.Button("手动保存", GUILayout.Width(100), GUILayout.Height(50)))
                {
                    PlayModeTools.SaveData();
                    if (EditorUtility.DisplayDialog("提示", "已手动保存!", "知道了"))                                     //显示对话框
                    {
                    }
                }
                EditorGUILayout.EndVertical();
                EditorGUILayout.BeginVertical(GUILayout.Width(100));
                EditorGUILayout.LabelField(" ", GUILayout.Width(5), GUILayout.Height(25));
                if (GUILayout.Button("生成Lua配置", GUILayout.Width(100), GUILayout.Height(50)))
                {
                    PlayModeTools.ExportLuaScript();
                    if (EditorUtility.DisplayDialog("提示", "已生成全国与省份配置!", "确定"))                                     //显示对话框
                    {
                    }
                }
                EditorGUILayout.EndVertical();

                EditorGUILayout.BeginVertical(GUILayout.Width(100));
                EditorGUILayout.LabelField(" ", GUILayout.Width(5), GUILayout.Height(25));
                if (GUILayout.Button("生成全国Lua配置", GUILayout.Width(100), GUILayout.Height(50)))
                {
                    PlayModeTools.ExportProvinceLuaScript();
                    if (EditorUtility.DisplayDialog("提示", "已导出全国Lua文件至" + PlayModeTools.provinceLuaPath, "确定"))                                   //显示对话框
                    {
                    }
                }
                EditorGUILayout.EndVertical();

                EditorGUILayout.BeginVertical(GUILayout.Width(75));
                EditorGUILayout.LabelField(" ", GUILayout.Width(75));
                EditorGUILayout.EndVertical();
                EditorGUILayout.EndHorizontal();
            }
            EditorGUILayout.EndVertical();
        }
コード例 #30
0
    // Update is called once per frame
    void Update()
    {
        switch (hS)
        {
        case HeadState.idle:
        {
            break;
        }


        case HeadState.kissMove:
        {
            MoveHead(moveSpeed);
            if (isLeft && endPos < transform.position.x)
            {
                hS = HeadState.kissFinish;
                Instantiate(goodFx, Vector3.zero, Quaternion.identity);
                AudioStatics.PlayOneShotAtLocation("event:/sfx_kiss_success", Vector3.zero);
            }
            if (!isLeft && endPos > transform.position.x)
            {
                hS = HeadState.kissFinish;
            }
            break;
        }

        case HeadState.headButt:
        {
            if (isLeft && endPos < transform.position.x + 1)
            {
                AudioStatics.PlayOneShotAtLocation("event:/sfx_kiss_fail", Vector3.zero);
                transform.rotation = Quaternion.Euler(0, 0, -30);

                hS = HeadState.kissFinish;
                Instantiate(badFx, Vector3.zero, Quaternion.identity);
            }
            else if (!isLeft && endPos > transform.position.x - 1)
            {
                transform.rotation = Quaternion.Euler(0, 0, 30);

                hS = HeadState.kissFinish;
            }
            else
            {
                MoveHead(moveSpeed);
            }
            break;
        }

        case HeadState.beginGame:
        {
            MoveHead(moveSpeed);
            if (isLeft && gamePos < transform.position.x)
            {
                hS = HeadState.idle;
                //SetIsTalking(true);
            }
            if (!isLeft && gamePos > transform.position.x)
            {
                hS = HeadState.idle;
                //SetIsTalking(true);
            }
            break;
        }

        default:
        {
            break;
        }
        }
    }
コード例 #31
0
ファイル: Head.cs プロジェクト: BLesnau/weddinggame
 public void ShakeForever()
 {
     _shakeTime = TimeSpan.FromDays( 100 );
      _headState = HeadState.Open;
      _timeSinceShake = TimeSpan.Zero;
      _shook = false;
      _shakeStart = TimeSpan.Zero;
 }
コード例 #32
0
 protected override void Awake()
 {
     _head = Allocate <HeadState>();
     _head.SetName("head");
     _current = _head;
 }
コード例 #33
0
 protected override void Awake()
 {
     _head = new HeadState();
     //_states = new List<BaseState>();
     _pool = new StatePool();
 }
コード例 #34
0
 protected override void OnDispose()
 {
     Recyle(_head);
     _current = _head = null;
 }