/// <summary> /// Handles menu navigation /// </summary> /// <param name="key">Navigation key</param> public void ChangeState(string key) { if (int.TryParse(key, out int keyValue)) { switch (keyValue) { case ExitCode: { if (Current == Root) { Exit(); } else { Current = Current.GoBack(); } break; } default: { var menuItem = Current.GoForward(keyValue); if (menuItem.Action != null) { IUiManager manager = null; //factory method design pattern switch (menuItem.EntityName) { case "User": { manager = Program.Container.Resolve <UserUiManager>(); break; } case "Material": { manager = Program.Container.Resolve <MaterialUiManager>(); break; } } manager.Process(menuItem); } else { Current = Current.GoForward(keyValue); } break; } } } }
public static bool TryGetUiManager(this PanaceaServices services, out IUiManager manager) { manager = null; var plugin = services.PluginLoader.GetPlugins <IUiManagerPlugin>().FirstOrDefault(); if (plugin == null) { return(false); } manager = plugin.GetUiManager(); return(true); }
public ClientApi( IClientManager clientManager, IClientCommandManager commandManager, IUiManager uiManager, INetClient netClient, IEventAggregator eventAggregator ) { ClientManager = clientManager; CommandManager = commandManager; UiManager = uiManager; NetClient = netClient; EventAggregator = eventAggregator; }
public Context(RenderForm form, Dx11 directX, IGame game, WorldContainer worldContainer, IUiManager uiManager, IInput input, Camera camera, NotificationResolver notificationResolver, DataLock datalock) { _worldContainer = worldContainer; NotificationResolver = notificationResolver; Form = form; DirectX = directX; Game = game; TextureManager = new TextureManager(DirectX.Device); TextManager = new TextManager(this); Shaders = new ShaderManager(DirectX.Device); Camera = camera; UiManager = uiManager; Input = input; DataLock = datalock; }
public MainContext( string pathToGameSettings, string pathToBlockPrefab, int preloadBlockCount, ITableViewManager tableViewManager, IUiManager uiManager, IAudioManager audioManager, MonoBehaviour view) : base(view) { _pathToGameSetting = pathToGameSettings; _pathToBlockPrefab = pathToBlockPrefab; _preloadBlockCount = preloadBlockCount; _tableViewManager = tableViewManager; _uiManager = uiManager; _audioManager = audioManager; }
public void Initialization(IUiManager uiManager) { _ui = uiManager; }
public ExamManager(IUiManager uiManager) { _uiManager = uiManager; }
public void Init(IUiManager uiFacade) { _uiManager = uiFacade; }
//Init private void InitGame() { _pool = new GamePool(_blockPrefab, _config.fieldWidth * _config.fieldHeight); _field = new GameField(_config, _pool); _uIManager = new UIManager(GameObject.Find("Canvas").transform); }