private bool IsItemVisible([NotNull] ValidationDescriptor item) { Debug.ArgumentNotNull(item, nameof(item)); if (HiddenItems.Contains(item.GetKey())) { return(false); } switch (item.Severity) { case SeverityLevel.Error: if (!ShowErrors) { return(false); } break; case SeverityLevel.Warning: if (!ShowWarnings) { return(false); } break; case SeverityLevel.Suggestion: if (!ShowSuggestions) { return(false); } break; case SeverityLevel.Hint: if (!ShowHints) { return(false); } break; } if (!string.IsNullOrEmpty(FilterText)) { var filtered = item.Title.IsFilterMatch(FilterText); filtered |= item.Problem.IsFilterMatch(FilterText); filtered |= item.Solution.IsFilterMatch(FilterText); if (!filtered) { return(false); } } return(true); }
public void Hide(ValidationDescriptor item) { Assert.ArgumentNotNull(item, nameof(item)); var key = item.GetKey(); if (HiddenItems.Contains(key)) { return; } HiddenItems += key; var profileName = GetProfileName(); AppHost.Settings.Set("Validation\\Items\\Hidden", profileName, HiddenItems); }
private bool IsItemVisible([NotNull] ValidationDescriptor item) { Debug.ArgumentNotNull(item, nameof(item)); if (HiddenItems.Contains(item.GetKey())) { return(false); } if (!string.IsNullOrEmpty(FilterText)) { var filtered = item.Title.IsFilterMatch(FilterText); filtered |= item.Problem.IsFilterMatch(FilterText); filtered |= item.Solution.IsFilterMatch(FilterText); if (!filtered) { return(false); } } return(true); }
public void LoadRoom(string roomName) { Enemies.Clear(); Blocks.Clear(); Items.Clear(); NPCs.Clear(); Doors.Clear(); Walls.Clear(); HiddenItems.Clear(); Dialogue = ""; CurrentRoom = roomName; //moves Link to the bottom of the map to avoid issues where blocks would spawn on top of him //mygame.player.Position = new Vector2(6 * XSCALE + XOFFSET, 7 * YSCALE + YOFFSET); addWalls(); XElement roomFile = XElement.Load("../../../../Content/Rooms/" + roomName + ".xml"); if (roomFile.Descendants("Background").Count() > 0) { Console.WriteLine(roomFile.Descendants("Background").Count()); if (roomFile.Element("Asset").Element("Background").Value == "RoomBowBackground") { Background = BlockSpriteFactory.Instance.RoomBowBackground; } else if (roomFile.Element("Asset").Element("Background").Value == "BlackWithWallBackground") { Background = BlockSpriteFactory.Instance.BlackWithWallBackground; } } else { Background = floorBaseWithWalls; } IEnumerable <XElement> loadedEnvironmentObjects = from item in roomFile.Descendants("Item") where (string)item.Element("ObjectType") == "Environment" select item; foreach (XElement environmentObject in loadedEnvironmentObjects) { AddEnvironmentObject(environmentObject); } IEnumerable <XElement> loadedEnemies = from item in roomFile.Descendants("Item") where (string)item.Element("ObjectType") == "Enemy" select item; foreach (XElement enemyObject in loadedEnemies) { AddEnemy(enemyObject); Thread.Sleep(20); //used so the random number generator for enemies don't have the same seed. It's time based and without this they have the same seed. } IEnumerable <XElement> loadedItems = from item in roomFile.Descendants("Item") where (string)item.Element("ObjectType") == "Item" select item; foreach (XElement itemObject in loadedItems) { AddItem(itemObject, Items); } IEnumerable <XElement> loadedHiddenItems = from item in roomFile.Descendants("Item") where (string)item.Element("ObjectType") == "HiddenItem" select item; foreach (XElement itemObject in loadedHiddenItems) { AddItem(itemObject, HiddenItems); } IEnumerable <XElement> loadedNPCs = from item in roomFile.Descendants("Item") where (string)item.Element("ObjectType") == "NPC" select item; foreach (XElement NPCObject in loadedNPCs) { AddNPC(NPCObject); } IEnumerable <XElement> loadedDoors = from item in roomFile.Descendants("Door") select item; foreach (XElement DoorObject in loadedDoors) { AddDoor(DoorObject); } }