private void Button_Click(object sender, RoutedEventArgs e) { int index = int.Parse(((Button)e.Source).Uid); switch (index) { case 0: GridMain.Children.Clear(); GridMain.Children.Add(new BeginnerWorkout()); GridCursor.SetValue(Grid.ColumnProperty, index); break; case 1: GridMain.Children.Clear(); GridMain.Children.Add(new AdvancedWorkout()); GridCursor.SetValue(Grid.ColumnProperty, index); break; case 2: GridMain.Children.Clear(); GridMain.Children.Add(new ExpertWorkout()); GridCursor.SetValue(Grid.ColumnProperty, index); break; default: break; } }
/// <summary> /// Metoda MenuClick(object sender, TextChangedEventArgs e) podczas wywolania uaktualnie wybrana zakladke /// </summary> /// <param name="sender">Argument typu object, ktory przekazuje obiekt</param> /// <param name="e">Argument typu RoutedEventArgs, ktory przekazuje wszystkie informacje o zdarzeniu </param> private void MenuClick(object sender, RoutedEventArgs e) { int index = int.Parse(((Button)e.Source).Uid); GridCursor.SetValue(Grid.ColumnProperty, index); ScheduleGrid.Visibility = Visibility.Hidden; WorkersGrid.Visibility = Visibility.Hidden; HolidayGrid.Visibility = Visibility.Hidden; ListsGrid.Visibility = Visibility.Hidden; switch (index) { case 0: ScheduleGrid.Visibility = Visibility.Visible; break; case 1: WorkersGrid.Visibility = Visibility.Visible; break; case 2: HolidayGrid.Visibility = Visibility.Visible; break; case 3: ListsGrid.Visibility = Visibility.Visible; break; } }
// wechselt zwischen frühstück, mittagessen und abendessen private void Button_Click(object sender, RoutedEventArgs e) { int index = int.Parse(((Button)e.Source).Uid); switch (index) { case 0: Breakfast(); GridCursor.SetValue(Grid.ColumnProperty, index); break; case 1: Lunch(); GridCursor.SetValue(Grid.ColumnProperty, index); break; case 2: Dinner(); GridCursor.SetValue(Grid.ColumnProperty, index); break; default: break; } }
/// <summary> /// Creates a new collection of cursors. /// </summary> /// <param name="footprint">The footprint of the building.</param> public void Create(bool[,] footprint) { if (_cursors != null) { GameLogger.FatalError("Can't recreate a footprint cursor while one already exists!"); } int xSize = footprint.GetLength(0); int zSize = footprint.GetLength(1); _cursors = new GridCursor[xSize, zSize]; for (int x = 0; x < xSize; ++x) { for (int z = 0; z < zSize; ++z) { if (footprint[x, z]) { _cursors[x, z] = GridCursor.Create(_terrain, _validMaterial); } else { _cursors[x, z] = null; } } } }
private void Start() { mainCamera = Camera.main; // Populate both the gridcursor and cursors gridCursor = FindObjectOfType <GridCursor>(); cursor = FindObjectOfType <Cursor>(); }
/// <summary> /// Instantiates an instance of the controller. /// </summary> /// <param name="terrain">The terrain to edit.</param> public SelectingTerrainController(GridMesh terrain) { _terrain = terrain; _cursor = GridCursor.Create(terrain, ResourceLoader.Load <Material>(ResourceType.Materials, ResourceCategory.Terrain, "cursor_terrain")); _cursor.Deactivate(); OnTerrainSelectionUpdate += SelectionUpdate; OnTerrainClicked += Clicked; }
/// <summary> /// Instantiates an instance of the controller. /// </summary> /// <param name="terrain">The terrain to place construction on.</param> public SelectingPathController(GridMesh terrain) { _terrain = terrain; _validMaterial = ResourceLoader.Load <Material>(ResourceType.Materials, ResourceCategory.Terrain, "cursor_valid"); _invalidMaterial = ResourceLoader.Load <Material>(ResourceType.Materials, ResourceCategory.Terrain, "cursor_invalid"); _cursor = GridCursor.Create(terrain, _validMaterial); OnTerrainSelectionUpdate += PlacementUpdate; OnTerrainClicked += Clicked; }
/// <summary> /// Instantiates a line cursor. /// </summary> /// <param name="terrain">The terrain to put cursors on.</param> /// <param name="validMaterial">The material to use when a footprint location is valid.</param> /// <param name="invalidMaterial">The material to use when a footprint location is invalid.</param> public LineCursor(GridMesh terrain, Material validMaterial, Material invalidMaterial) { _terrain = terrain; _validMaterial = validMaterial; _invalidMaterial = invalidMaterial; // just initialize the max possible and keep them inactive // https://answers.unity.com/questions/462942/does-inactive-objects-eat-up-performance.html _cursors = new GridCursor[Math.Max(terrain.CountX, terrain.CountZ)]; for (int i = 0; i < _cursors.Length; ++i) { _cursors[i] = GridCursor.Create(_terrain, _validMaterial); _cursors[i].Deactivate(); } }
private LandTile [] highlightedTiles; // Collection of the tiles that are highlighted (generally as part of movement or attack distance indicators). private void Awake() { if (_instance == null) { _instance = this; } else if (_instance != this) { Destroy(this.gameObject); } DontDestroyOnLoad(this.gameObject); pathfinder = new Pathfinding(this); gridCursor = GetComponentInChildren <GridCursor> (); if (TileMapContainer == null) { TileMapContainer = new GameObject(); } TileMapContainer.transform.position = Vector3.zero; // The tiles are based on LandTileMap's position; so making sure it's 0. CreateGrid(); // !Temporary! creates the grid (currently semi-random grid) }
// Use this for initialization void Start() { // calculate bounds rightAngle = (angularWidth / 2); leftAngle = -rightAngle; topAngle = (angularHeight / 2); bottomAngle = -topAngle; gridWidth = Convert.ToInt32(Math.Round(angularWidth / angularStep)); gridHeight = Convert.ToInt32(Math.Round(angularHeight / angularStep)); gridSize = gridHeight * gridWidth; for (int v = 0; v < gridHeight; v++) { float vA = leftAngle + (v * angularStep); for (int h = 0; h < gridWidth; h++) { float hA = bottomAngle + (h * angularStep); GameObject c = Instantiate(cursor, new Vector3(0.0f, 0.0f, 0.0f), Quaternion.identity); GridCursor cursorScript = c.GetComponent <GridCursor>(); cursorScript.direction = new Vector3((0.1f * hA), (0.1f * vA), 1.0f); } } }
private void Start() { mainCamera = Camera.main; gridCursor = FindObjectOfType <GridCursor>(); cursor = FindObjectOfType <Cursor>(); }
/// <summary> /// Instantiates an instance of the controller. /// </summary> /// <param name="terrain">The terrain to edit.</param> public EditingTerrainController(GridMesh terrain) { _terrain = terrain; _cursor = GridCursor.Create(terrain, ResourceLoader.Load <Material>(ResourceType.Materials, ResourceCategory.Terrain, "cursor_terrain2")); _cursor.Deactivate(); }
private void LoadDefault() { GridMain.Children.Add(new BeginnerWorkout()); GridCursor.SetValue(Grid.ColumnProperty, 0); }
void Awake() { instance = this; }
// lädt standard grid der seite private void LoadDefault() { Breakfast(); GridCursor.SetValue(Grid.ColumnProperty, 0); }