Exemplo n.º 1
0
 private void btnOk_Click(object sender, EventArgs e)
 {
     GridSys.EndEdit();
     if (DataFrmToClass(this, out cMain.mSysSet))
     {
         if (DataClassToFile(cMain.mSysSet))
         {
             MessageBox.Show("数据保存成功", "成功", MessageBoxButtons.OK, MessageBoxIcon.Information);
         }
         return;
     }
     MessageBox.Show("数据保存失败,请检查数据输入是否有效", "错误", MessageBoxButtons.OK, MessageBoxIcon.Error);
 }
Exemplo n.º 2
0
    // Use this for initialization
    void Awake()
    {
        //var color = gameObject.GetComponent<Renderer>().material.color;
        //var newColor = new Color(color.r, color.g, color.b, 0.5f);
        //gameObject.GetComponent<Renderer>().material.color = newColor;

        if (grid == null)
        {
            grid = FindObjectOfType <GridSys>();
        }
        if (playerShip == null)
        {
            playerShip = FindObjectOfType <ShipBlockList>();
        }

        myMesh = gameObject.GetComponent <MeshRenderer>();
        //myMesh.enabled = false;
        myMesh.material.color = new Color(myMesh.material.color.r, myMesh.material.color.g, myMesh.material.color.b, defaultOpacity);
        //isPartOfShip = false;
        hashCode = GetHashCode();
    }
    protected override void OnUpdate()
    {
        float currentFrameTime = UnityEngine.Time.smoothDeltaTime * 1000f;         //Smoothed unavailable in DOTS

        var totalEnemyCount = SoldierSpawner.NumSoldiersPerTeam + GridSys.addedEnemies.Count;

        enemyCountGUI.text = "Enemy Count: " + totalEnemyCount;
        targetFPSGUI.text  = "Targeting: " + targetFrameRate + " FPS @ " + targetFrameTime +
                             "ms per frame \nSmoothed reporting " + currentFrameTime.ToString("F3") + "ms";
        enemyPerMSGUI.text = "Each enemy approx " + (currentFrameTime / totalEnemyCount).ToString("F5") + "ms";
        Debug.Log("updating UI");


        if (targetFrameTime > currentFrameTime)         //Frame is taking shorter than requested, spawn more guys
        {
            GridSys.AddEnemyToGridLate(5);
        }
        else if (targetFrameTime < currentFrameTime)         //Frame is taking longer than desired, remove a lad
        {
            GridSys.RemoveEnemyFromGridLate();
        }
    }