async void DisplaySnackbarAnchoredClicked(object?sender, EventArgs args)
        {
            var messageOptions = new MessageOptions
            {
                Message    = GenerateLongText(5),
                Foreground = Color.Black
            };

            var options = new SnackBarOptions
            {
                MessageOptions  = messageOptions,
                Duration        = TimeSpan.FromMilliseconds(5000),
                BackgroundColor = Color.LightBlue,
                Actions         = new List <SnackBarActionOptions>
                {
                    new SnackBarActionOptions
                    {
                        ForegroundColor = Color.Red,
                        BackgroundColor = Color.Green,
                        Font            = Font.OfSize("Times New Roman", 15),
                        Padding         = new Thickness(10, 20, 30, 40),
                        Text            = "Action1",
                        Action          = () =>
                        {
                            Debug.WriteLine("1");
                            return(Task.CompletedTask);
                        }
                    }
                }
            };

            var result = await Anchor2.DisplaySnackBarAsync(options);

            StatusText.Text = result ? "SnackBar is closed by user" : "SnackBar is closed by timeout";
        }
예제 #2
0
 void Update()
 {
     if (Vector2.SqrMagnitude(transform.position - Player.transform.position) > followRange * followRange)
     {
         hasEnemy = false;
         LookForEnemy();
     }
     else
     if (hasEnemy)
     {
         if (needToSetTarget)
         {
             Anchor2.setTarget(target);
             needToSetTarget = false;
         }
         else
         {
             hasEnemy = false;
         }
     }
     else
     {
         LookForEnemy();
     }
     this.GetComponent <Rigidbody2D>().velocity = 4 * (Anchor.position - transform.position);
 }
예제 #3
0
 private void LookForEnemy()
 {
     GameObject[] enemies = GameObject.FindGameObjectsWithTag("Enemy");
     foreach (GameObject enemy in enemies)
     {
         if (Vector2.SqrMagnitude(enemy.transform.position - Player.transform.position) < range * range)
         {
             target          = enemy.transform;
             hasEnemy        = true;
             needToSetTarget = true;
             break;
         }
     }
     if (!hasEnemy)
     {
         Anchor2.setTarget(Player.transform);
     }
 }