public QueryResultsEnumerable <T> Query <T>(uint contextId, EntityQuery query) where T : Entity { SmallList <Entity> results = Query(contextId, query); return(new QueryResultsEnumerable <T>(results)); }
void Start() { // set the scroller's cell view visbility changed delegate to a method in this controller scroller.cellViewVisibilityChanged = CellViewVisibilityChanged; scroller.cellViewWillRecycle = CellViewWillRecycle; // preload the cells by looking ahead (both behind and after) if (preloadCells) { scroller.lookAheadBefore = 1000f; scroller.lookAheadAfter = 1000f; } // set up some simple data _data = new SmallList <Data>(); // set up a list of images with their dimensions for (var i = 0; i < imageURLList.Length; i++) { // add the image based on the image list text file _data.Add(new Data() { imageUrl = imageURLList[i], imageDimensions = new Vector2(200f, 200f) }); } // set the scroller's delegate to this controller scroller.Delegate = this; // tell the scroller to reload scroller.ReloadData(); }
/// <summary> /// 任意の凸な四角形を描画する。 /// マスクが設定されていればクリップする。 /// </summary> public void FillRectangle(ref Vertex v0, ref Vertex v1, ref Vertex v2, ref Vertex v3) { if (!hasMask) { var vertexCount = VertexCount; AddVertex(ref v0); AddVertex(ref v1); AddVertex(ref v2); AddVertex(ref v3); AddIndices(vertexCount, vertexCount + 1, vertexCount + 2, vertexCount + 3); return; } var list = new SmallList <Vertex>(); list.Add(ref v0); list.Add(ref v1); list.Add(ref v2); list.Add(ref v3); SutherlandHodgman(ref list); AddPolygon(ref list); }
void Start() { // set the scroller's cell view visbility changed delegate to a method in this controller scroller.cellViewVisibilityChanged = CellViewVisibilityChanged; // set up some simple data _data = new SmallList <Data>(); // set up a list of images with their dimensions for (var i = 0; i < imageURLList.Length; i++) { // add the image based on the image list text file _data.Add(new Data() { imageUrl = imageURLList[i], imageDimensions = new Vector2(200f, 200f) }); } // set the scroller's delegate to this controller scroller.Delegate = this; // tell the scroller to reload scroller.ReloadData(); }
/// <summary> /// Be sure to set up your references to the scroller after the Awake function. The /// scroller does some internal configuration in its own Awake function. If you need to /// do this in the Awake function, you can set up the script order through the Unity editor. /// In this case, be sure to set the EnhancedScroller's script before your delegate. /// /// In this example, we are calling our initializations in the delegate's Start function, /// but it could have been done later, perhaps in the Update function. /// </summary> void Start() { // tell the scroller that this script will be its delegate scroller.Delegate = this; _data = new SmallList <DataParticipant>(); }
public void Reload() { jsonMonsterFile = Resources.Load("monsters") as TextAsset; jsonMonsters = JsonMapper.ToObject(jsonMonsterFile.text); if (_data != null) { for (var i = 0; i < _data.Count; i++) { _data[i].selectedChanged = null; } } _data = new SmallList <InventoryData>(); for (int i = 0; i < jsonMonsters["monsters"].Count; i++) { _data.Add(new InventoryData() { monsterName = jsonMonsters["monsters"][i]["image"].ToString() }); } vScroller.ReloadData(); if (listMonsterSelected.Count != 0) { ReloadMonsterSelected(); } }
/// <summary> /// Populates the data with a lot of records /// </summary> private void LoadData() { // if the data existed previously, loop through // and remove the selection change handlers before // clearing out the data. if (_data != null) { for (var i = 0; i < _data.Count; i++) { _data[i].selectedChanged = null; } } // set up some simple data _data = new SmallList <Data>(); for (var i = 0; i < 1000; i++) { _data.Add(new Data() { someText = i.ToString() }); } // tell the scroller to reload now that we have the data scroller.ReloadData(); }
private void Reload() { jsonTeamFile = Resources.Load("teams") as TextAsset; jsonTeam = JsonMapper.ToObject(jsonTeamFile.text); if (_data != null) { for (var i = 0; i < _data.Count; i++) { _data[i].selectedChanged = null; } } _data = new SmallList <TeamData>(); for (int i = 0; i < jsonTeam["teams"].Count; i++) { _data.Add(new TeamData() { Selected = System.Convert.ToBoolean(jsonTeam["teams"][i]["selected"].ToString()), Created = System.Convert.ToBoolean(jsonTeam["teams"][i]["created"].ToString()), monsterName1 = jsonTeam["teams"][i]["monsters"][0]["name"].ToString(), monsterName2 = jsonTeam["teams"][i]["monsters"][1]["name"].ToString(), monsterName3 = jsonTeam["teams"][i]["monsters"][2]["name"].ToString(), monsterName4 = jsonTeam["teams"][i]["monsters"][3]["name"].ToString() }); } vScroller.ReloadData(); }
static bool match(World world, ref SmallList <EntityQueryPart> queryParts, string entityPath) { var pathParts = new EntityQuery(entityPath).EnumerateParts(); ReadOnlySpan <EntityQueryPart> remainingQueryParts = queryParts.AsSpan(); bool matches = false; foreach (EntityQueryPart pathPart in pathParts) { if (remainingQueryParts.IsEmpty) { return(false); } EntityQueryPart queryPart = remainingQueryParts[0]; if (!queryPart.SearchInAliases && !matchParts(queryPart, pathPart)) { return(false); } if (queryPart.SearchInAliases && queryPart.IsLast) { var path = new EntityPath(queryPart.Value.ToString()); return(world._aliases.TryGetValue(path, out EntityId id) && id.Path.Equals(entityPath, StringComparison.Ordinal)); } remainingQueryParts = remainingQueryParts[1..];
protected void AddPolygon(ref SmallList <Vertex> vertices) { if (vertices.Count <= 2) { return; } int vertexCount = VertexCount; Vertex vertex; vertices.Get(0, out vertex); AddVertex(ref vertex); vertices.Get(1, out vertex); AddVertex(ref vertex); for (int i = 3; i < vertices.Count; i += 2) { vertices.Get(i - 1, out vertex); AddVertex(ref vertex); vertices.Get(i, out vertex); AddVertex(ref vertex); AddIndices(vertexCount, vertexCount + i - 2, vertexCount + i - 1, vertexCount + i); } if (vertices.Count % 2 == 1) { vertices.Get(vertices.Count - 1, out vertex); AddVertex(ref vertex); AddIndices(vertexCount, vertexCount + vertices.Count - 2, vertexCount + vertices.Count - 1); } }
private void Reset() { _tail = new SmallList <T[]>(); _head = Array.Empty <T>(); _headCount = 0; _count = 0; _capacity = 0; }
private void Awake() { _dataList = new SmallList <List <Data> >(); if (instance == null) { instance = this; } }
/// <summary> /// This function sets up our inventory data and tells the scrollers to reload /// </summary> private void Reload() { // if the data existed previously, loop through // and remove the selection change handlers before // clearing out the data. if (_data != null) { for (var i = 0; i < _data.Count; i++) { _data[i].selectedChanged = null; } } // set up a new inventory list _data = new SmallList <InventoryData>(); // add inventory items to the list _data.Add(new InventoryData() { itemName = "Sword", itemCost = 123, itemDamage = 50, itemDefense = 0, itemWeight = 10, spritePath = resourcePath + "/sword", itemDescription = "Broadsword with a double-edged blade" }); _data.Add(new InventoryData() { itemName = "Shield", itemCost = 80, itemDamage = 0, itemDefense = 60, itemWeight = 50, spritePath = resourcePath + "/shield", itemDescription = "Steel shield to deflect your enemy's blows" }); _data.Add(new InventoryData() { itemName = "Amulet", itemCost = 260, itemDamage = 0, itemDefense = 0, itemWeight = 1, spritePath = resourcePath + "/amulet", itemDescription = "Magic amulet restores your health points gradually over time" }); _data.Add(new InventoryData() { itemName = "Helmet", itemCost = 50, itemDamage = 0, itemDefense = 20, itemWeight = 20, spritePath = resourcePath + "/helmet", itemDescription = "Standard helm will decrease your vulnerability" }); _data.Add(new InventoryData() { itemName = "Boots", itemCost = 40, itemDamage = 0, itemDefense = 10, itemWeight = 5, spritePath = resourcePath + "/boots", itemDescription = "Boots of speed will double your movement points" }); _data.Add(new InventoryData() { itemName = "Bracers", itemCost = 30, itemDamage = 0, itemDefense = 20, itemWeight = 10, spritePath = resourcePath + "/bracers", itemDescription = "Bracers will upgrade your overall armor" }); _data.Add(new InventoryData() { itemName = "Crossbow", itemCost = 100, itemDamage = 40, itemDefense = 0, itemWeight = 30, spritePath = resourcePath + "/crossbow", itemDescription = "Crossbow can attack from long range" }); _data.Add(new InventoryData() { itemName = "Fire Ring", itemCost = 300, itemDamage = 100, itemDefense = 0, itemWeight = 1, spritePath = resourcePath + "/fireRing", itemDescription = "Fire ring gives you the magical ability to cast fireball spells" }); _data.Add(new InventoryData() { itemName = "Knapsack", itemCost = 22, itemDamage = 0, itemDefense = 0, itemWeight = 0, spritePath = resourcePath + "/knapsack", itemDescription = "Knapsack will increase your carrying capacity by twofold" }); // tell the scrollers to reload vScroller.ReloadData(); hScroller.ReloadData(); }
/// <summary> /// This function just takes the Demo data and displays it /// </summary> /// <param name="data"></param> public void SetData(ref SmallList <Data> data, int startingIndex) { // loop through the sub cells to display their data (or disable them if they are outside the bounds of the data) for (var i = 0; i < rowCellViews.Length; i++) { // if the sub cell is outside the bounds of the data, we pass null to the sub cell rowCellViews[i].SetData(startingIndex + i < data.Count ? data[startingIndex + i] : null); } }
public ExampleScrollerProperties(List <int> values) { this.values = values; CellViewProperties = new SmallList <ICellViewProperties>(); foreach (var value in values) { CellViewProperties.Add(new ExampleCellViewProperties(value)); } }
/// <summary> /// Populates the data with a lot of records /// </summary> private void LoadLargeData() { // set up some simple data _data = new SmallList<Data>(); for (var i = 0; i < 1000; i++) _data.Add(new Data() { someText = "Cell Data Index " + i.ToString() }); // tell the scroller to reload now that we have the data scroller.ReloadData(); }
/// <summary> /// This function just takes the Demo data and displays it /// </summary> /// <param name="data"></param> public void SetData(ref SmallList <Data> data, int startingIndex, SelectedDelegate selected) { // loop through the sub cells to display their data (or disable them if they are outside the bounds of the data) for (var i = 0; i < rowCellViews.Length; i++) { var dataIndex = startingIndex + i; // if the sub cell is outside the bounds of the data, we pass null to the sub cell rowCellViews[i].SetData(dataIndex, dataIndex < data.Count ? data[dataIndex] : null, selected); } }
/// <summary> /// Populates the data with a small set of records /// </summary> private void LoadSmallData() { // set up some simple data _data = new SmallList<Data>(); _data.Add(new Data() { someText = "A" }); _data.Add(new Data() { someText = "B" }); _data.Add(new Data() { someText = "C" }); // tell the scroller to reload now that we have the data scroller.ReloadData(); }
/// <summary> /// Be sure to set up your references to the scroller after the Awake function. The /// scroller does some internal configuration in its own Awake function. If you need to /// do this in the Awake function, you can set up the script order through the Unity editor. /// In this case, be sure to set the EnhancedScroller's script before your delegate. /// /// In this example, we are calling our initializations in the delegate's Start function, /// but it could have been done later, perhaps in the Update function. /// </summary> void Start() { // tell the scroller that this script will be its delegate scroller.Delegate = this; scroller.scrollerScrolled = ScrollerScrolled; // initialize the data _data = new SmallList <Data>(); // load in the first page of data LoadData(0); }
/// <summary> /// Populates the data with a lot of records /// </summary> private void LoadData() { // set up some simple data _data = new SmallList <Data>(); for (var i = 0; i < 50; i++) { if (i % 2 == 0) { _data.Add(new Data() { headerText = "Multiple Expand", descriptionText = "Expanding this cell will not collapse other cells. This allows you to have multiple cells expanded at once.\n\nClick the cell again to collapse.", isExpanded = false, expandedSize = 200f, collapsedSize = 20f * ((i % 3) + 3), tweenType = Tween.TweenType.immediate, tweenTimeExpand = 0, tweenTimeCollapse = 0 }); } else if (i % 3 == 0) { _data.Add(new Data() { headerText = "Tween Expand", descriptionText = "This cell will animate its size when clicked.\n\nClick the cell again to collapse.", isExpanded = false, expandedSize = 200f, collapsedSize = 20f * ((i % 3) + 3), tweenType = Tween.TweenType.easeInOutSine, tweenTimeExpand = 0.5f, tweenTimeCollapse = 0.5f }); } else { _data.Add(new Data() { headerText = "Single Expand", descriptionText = "Expanding this cell will collapse other cells.\n\nClick the cell again to collapse.", isExpanded = false, expandedSize = 200f, collapsedSize = 30f * ((i % 3) + 3), tweenType = Tween.TweenType.immediate, tweenTimeExpand = 0, tweenTimeCollapse = 0 }); } } // tell the scroller to reload now that we have the data scroller.ReloadData(); }
/// <summary> /// Populates the data with a lot of records /// </summary> private void LoadLargeData() { // set up some simple data _data = new SmallList <DataParticipant>(); for (var i = 0; i < 1000; i++) { _data.Add(new DataParticipant() { someText = "Arvind" }); } // tell the scroller to reload now that we have the data scroller.ReloadData(); }
private void SetState(State state) { _state = state; if (_state == State.Default) { _selectedNotesData.Clear(); _selectedNoteData = null; _addAndEditScreen.SetActive(false); _deleteButton.SetActive(false); _addButton.SetActive(true); SmallList <EnhancedScrollerCellView> list = _scroller.GetActiveCellViews(); for (int i = 0; i < list.Count; i++) { (list[i] as NoteUiItem).SetState(NoteUiItem.State.Normal); } } else if (_state == State.Selection) { _deleteButton.SetActive(true); _addButton.SetActive(false); SmallList <EnhancedScrollerCellView> list = _scroller.GetActiveCellViews(); for (int i = 0; i < list.Count; i++) { (list[i] as NoteUiItem).SetState(NoteUiItem.State.Selection); } } else if (_state == State.Edit) { if (_selectedNoteData != null) { _editScrenTopBarTitle.text = _selectedNoteData.GetDate().ToString("d MMMM, yyyy"); _noteInput.text = _selectedNoteData.noteText; } else { _editScrenTopBarTitle.text = _targetDate.ToString("d MMMM, yyyy"); _noteInput.text = ""; } _addAndEditScreen.SetActive(true); // activate input field and show mobile keyboard automatically _noteInput.ActivateInputField(); _noteInput.MoveTextEnd(false); } }
/// <summary> /// Populates the data with a lot of records /// </summary> private void LoadData() { // set up some simple data _data = new SmallList <Data>(); for (var i = 0; i < 31; i++) { _data.Add(new Data() { someText = i.ToString(), isSelected = i == _selectedIndex }); } // tell the scroller to reload now that we have the data scroller.ReloadData(); }
/// <summary> /// Populates the data with a small set of records /// </summary> public void ParticipantsListReceived(List <string> participantsList) { _data = new SmallList <DataParticipant>(); foreach (string participantName in participantsList) { _data.Add(new DataParticipant() { someText = participantName }); } scroller.ClearAll(); // tell the scroller to reload now that we have the data scroller.ReloadData(); }
public List <int> GetSelectedPhotosIndexes() { List <int> indexes = new List <int>(); SmallList <EnhancedScrollerCellView> activeItems = scroller.GetActiveCellViews(); PhotosUiItem[] items; for (int i = 0; i < activeItems.Count; i++) { PhotosBlockUiItem blockUiItem = activeItems[i].GetComponent <PhotosBlockUiItem>(); items = blockUiItem.GetSelectedItems(); for (int j = 0; j < items.Length; j++) { int index = _data.IndexOf(items[j].GetTexture()); indexes.Add(index); Debug.Log($"Index added as selected photo index: {index}"); } } return(indexes); }
private void LoadData() { _data = new SmallList <DataPista>(); foreach (Pista pista in enigma.Pistas) { if (pista.image != null) { _data.Add(new DataPista() { headerText = pista.PistaName, descriptionText = pista.TextRich, imageOptional = pista.image, isExpanded = false, expandedSize = pista.sizeText, collapsedSize = 60f, tweenType = Tween.TweenType.easeInOutSine, tweenTimeExpand = 0.5f, tweenTimeCollapse = 0.5f }); } else { _data.Add(new DataPista() { headerText = pista.PistaName, descriptionText = pista.TextRich, isExpanded = false, expandedSize = pista.sizeText, collapsedSize = 60f, tweenType = Tween.TweenType.easeInOutSine, tweenTimeExpand = 0.5f, tweenTimeCollapse = 0.5f }); } } scroller.ReloadData(); }
void Start() { // set the scroller's delegate to this controller scroller.Delegate = this; // set the scroller's cell view visbility changed delegate to a method in this controller scroller.cellViewVisibilityChanged = CellViewVisibilityChanged; // set up some simple data _data = new SmallList <Data>(); // set up a list of images with their dimensions for (var i = 0; i <= 12; i++) { _data.Add(new Data() { imageUrl = string.Format("http://echo17.com/support/enhancedscroller/{0}.jpg", i), imageDimensions = new Vector2(200f, 200f) }); } // tell the scroller to reload now that we have the data scroller.ReloadData(); }
private SmallList <RankingData> _parseRankingJson(string jsonString) { // parse json var rankingData = new SmallList <RankingData>(); var json = Json.Deserialize(jsonString) as List <object>; string score; int rank; int lastRank = 1; string lastScore = ""; for (int i = 0; i < json.Count; ++i) { var row = json[i] as Dictionary <string, object>; // 順位計算 score = row["score"].ToString(); if (score == lastScore) { rank = lastRank; } else { rank = i + 1; lastRank = i + 1; } lastScore = score; // リストに格納 rankingData.Add(new RankingData() { rank = rank, name = row["name"].ToString(), score = float.Parse(score), }); } return(rankingData); }
/// <summary> /// This sets up the visible cells, adding and recycling as necessary /// </summary> private void _ResetVisibleCellViews() { int startIndex; int endIndex; // calculate the range of the visible cells _CalculateCurrentActiveCellRange(out startIndex, out endIndex); // go through each previous active cell and recycle it if it no longer falls in the range var i = 0; SmallList<int> remainingCellIndices = new SmallList<int>(); while (i < _activeCellViews.Count) { if (_activeCellViews[i].cellIndex < startIndex || _activeCellViews[i].cellIndex > endIndex) { _RecycleCell(_activeCellViews[i]); } else { // this cell index falls in the new range, so we add its // index to the reusable list remainingCellIndices.Add(_activeCellViews[i].cellIndex); i++; } } if (remainingCellIndices.Count == 0) { // there were no previous active cells remaining, // this list is either brand new, or we jumped to // an entirely different part of the list. // just add all the new cell views for (i = startIndex; i <= endIndex; i++) { _AddCellView(i, ListPositionEnum.Last); } } else { // we are able to reuse some of the previous // cell views // first add the views that come before the // previous list, going backward so that the // new views get added to the front for (i = endIndex; i >= startIndex; i--) { if (i < remainingCellIndices.First()) { _AddCellView(i, ListPositionEnum.First); } } // next add teh views that come after the // previous list, going forward and adding // at the end of the list for (i = startIndex; i <= endIndex; i++) { if (i > remainingCellIndices.Last()) { _AddCellView(i, ListPositionEnum.Last); } } } // update the start and end indices _activeCellViewsStartIndex = startIndex; _activeCellViewsEndIndex = endIndex; // adjust the padding elements to offset the cell views correctly _SetPadders(); }
public void LoadData(SmallList <RankingData> dataList) { _dataList = dataList; scroller.ReloadData(); }
/// <summary> /// Populates the data with a lot of records /// </summary> private void LoadData() { // create some data // note we are using different data class fields for the header, row, and footer rows. This works due to polymorphism. _data = new SmallList <Data>(); _data.Add(new HeaderData() { category = "Platinum Players" }); _data.Add(new RowData() { userName = "******", userAvatarSpritePath = resourcePath + "/avatar_male", userHighScore = 21323199 }); _data.Add(new RowData() { userName = "******", userAvatarSpritePath = resourcePath + "/avatar_female", userHighScore = 20793219 }); _data.Add(new RowData() { userName = "******", userAvatarSpritePath = resourcePath + "/avatar_female", userHighScore = 19932132 }); _data.Add(new FooterData()); _data.Add(new HeaderData() { category = "Gold Players" }); _data.Add(new RowData() { userName = "******", userAvatarSpritePath = resourcePath + "/avatar_male", userHighScore = 1002132 }); _data.Add(new RowData() { userName = "******", userAvatarSpritePath = resourcePath + "/avatar_female", userHighScore = 991234 }); _data.Add(new FooterData()); _data.Add(new HeaderData() { category = "Silver Players" }); _data.Add(new RowData() { userName = "******", userAvatarSpritePath = resourcePath + "/avatar_male", userHighScore = 905723 }); _data.Add(new RowData() { userName = "******", userAvatarSpritePath = resourcePath + "/avatar_male", userHighScore = 702318 }); _data.Add(new RowData() { userName = "******", userAvatarSpritePath = resourcePath + "/avatar_female", userHighScore = 697767 }); _data.Add(new RowData() { userName = "******", userAvatarSpritePath = resourcePath + "/avatar_male", userHighScore = 409393 }); _data.Add(new RowData() { userName = "******", userAvatarSpritePath = resourcePath + "/avatar_female", userHighScore = 104352 }); _data.Add(new RowData() { userName = "******", userAvatarSpritePath = resourcePath + "/avatar_male", userHighScore = 88321 }); _data.Add(new RowData() { userName = "******", userAvatarSpritePath = resourcePath + "/avatar_female", userHighScore = 20826 }); _data.Add(new RowData() { userName = "******", userAvatarSpritePath = resourcePath + "/avatar_female", userHighScore = 17389 }); _data.Add(new RowData() { userName = "******", userAvatarSpritePath = resourcePath + "/avatar_male", userHighScore = 2918 }); _data.Add(new FooterData()); // tell the scroller to reload now that we have the data scroller.ReloadData(); }