private void GetUsers() { isSelected = false; StatDisplay.NoError(); DisplayedUser = new User(); App.Messenger.NotifyColleagues("GetUsers"); }
private void ClearUserDisplay() { isSelected = false; StatDisplay.NoError(); DisplayedUser = new User(); App.Messenger.NotifyColleagues("UserCleared"); } //ClearUserDisplay()
private void button6_Click(object sender, EventArgs e) { VirtualMoneyDisplay.Show(); DebtsDisplay.Hide(); DisplayPayments.Hide(); StatDisplay.Hide(); }
private void button12_Click(object sender, EventArgs e) { CleintsAdditor.Show(); WorkersAdditor.Hide(); VirtualMoneyDisplay.Hide(); DebtsDisplay.Hide(); DisplayPayments.Hide(); StatDisplay.Hide(); }
/* Switches the display of the current weapon stats to the next weapon in the list. */ public void switchWeaponStats() { WeaponStats current = p.stats.weapon_by_type(p.stats.current_weapon()); displays[3] = new StatDisplay("Damage", current.weapon_stat(STAT_TYPE.damage)); displays[4] = new StatDisplay("Rate of Fire", current.weapon_stat(STAT_TYPE.rate_of_fire)); displays[5] = new StatDisplay("Ammo Cost", current.weapon_stat(STAT_TYPE.ammo)); updatePositions(); }
private void newPage_PropertyChanged(object sender, PropertyChangedEventArgs e) { if (e.PropertyName != "SelectedValue") { return; } var model = (StatValueViewModel)sender; var index = this.pages.IndexOf(model); var stats = new List <KeyValuePair <Statistic, object> >(index + 1); for (var i = 0; i < this.pages.Count; i++) { var selectedValue = this.pages[i].SelectedValue; if (selectedValue != null) { stats.Add(new KeyValuePair <Statistic, object>(this.sortByList[i], selectedValue)); } } if (stats.Count == 0) { this.ValueHeader = "Value"; this.StatisticList = this.GetDefaultList(); return; } var moduleList = this.Settings.Statistics.Where(st => this.HasAllValues(st, stats)).ToArray(); var statList = new List <StatDisplay>(); if (moduleList.Length == 0) { var statDisplay = new StatDisplay( StatisticHelper.GetDisplayText(Statistic.MatchCount), "0", StatisticHelper.GetDescription(Statistic.MatchCount)); statList.Add(statDisplay); } else { foreach (var stat in this.GetStatDisplayList()) { var statDisplay = new StatDisplay( StatisticHelper.GetDisplayText(stat), this.GetAverageValue(moduleList, stat), StatisticHelper.GetDescription(stat)); statList.Add(statDisplay); } } this.ValueHeader = "Average Value"; this.StatisticList = statList; }
/* Creates the contents of the window */ public void drawContents(int ID) { /* Draw each stat display */ foreach (StatDisplay sd in displays) { drawStatDisplay(sd); } // Prints the name of the current weapon Rect weapon_lbl = StatDisplay.relativeRect(displays[2].labels[1], 2, -8, 35, 48, 22); GUI.Label(weapon_lbl, p.stats.weapon_by_type(p.stats.current_weapon()).type.ToString()); }
private void UpdateUser() { if (!StatDisplay.ChkUserForUpdate(DisplayedUser)) { return; } if (!App.StoreXML.UpdateUser(DisplayedUser)) { StatDisplay.Status = App.StoreXML.errorMessage; return; } App.Messenger.NotifyColleagues("UpdateUser", DisplayedUser); } //UpdateUser()
public void Update() { displays = new StatDisplay[6]; // Initialize stat displays displays[0] = new StatDisplay("Health", p.stats.MAX_HEALTH); displays[1] = new StatDisplay("Shield", p.stats.MAX_SHIELD); displays[2] = new StatDisplay("Medpacks", p.stats.MEDPACKS); switchWeaponStats(); // Toggle the display on and off if (Input.GetKeyDown(KeyCode.Tab)) { show = !show; Time_Count.toggle_pause(); } }
public void Update() { displays = new StatDisplay[6]; // Initialize stat displays displays[0] = new StatDisplay("Health", p.stats.MAX_HEALTH); displays[1] = new StatDisplay("Shield", p.stats.MAX_SHIELD); displays[2] = new StatDisplay("Medpacks", p.stats.MEDPACKS); switchWeaponStats(); // Toggle the display on and off if (Input.GetKeyDown(KeyCode.Tab)) { show = !show; Time_Count.toggle_pause(); } }
//object that has this script is trigger private void OnTriggerEnter(Collider collision) { m_bonfire = collision.GetComponent <StatDisplay>(); if (m_bonfire != null) { m_Plop.Play(); if (m_bonfire.m_showStats == true) { m_bonfire.m_showStats = false; } else if (m_bonfire.m_showStats == false) { m_bonfire.m_showStats = true; } } }
void Start() { if (stats == null) { stats = this; } else { Destroy(gameObject); } Transform[] temp = GetComponentsInChildren <Transform>(); for (int i = 0; i < temp.Length; ++i) { stats_icons.Add(temp[i].gameObject); } UpdateUI(); }
private void Start() { JSONReadManager.LoadFile("mapFile"); JSONReadManager.LoadFile("personalityFile"); gridInstance = GridManagerScript.instance; playerUnitManager = PlayerUnitManager.instance; enemyUnitManager = EnemyUnitManager.instance; gridInstance.Initialize(); display = GetComponent <StatDisplay>(); display.Initialize(); DisableText(); chat.InitializeChatBox(); chat.ShowAndHide(false); showingChat = false; AddMessageToChat("HOST", "Left click controls Units."); AddMessageToChat("HOST", "Right click deselects Units."); AddMessageToChat("HOST", "Press E to Prepare to Shoot."); AddMessageToChat("HOST", "Left click to shoot enemies."); AddMessageToChat("HOST", "WASD moves camera."); AddMessageToChat("HOST", "Middle Mouse rotates camera."); localTurnOver = false; networkedTurnOver = false; localStartTurn = false; networkedStartTurn = false; if (PersistentData.GetHosting()) { randomSeed = (int)System.DateTime.Now.Ticks; ChampNetManager.SendSeedMessage(randomSeed); InitUnitManagers(randomSeed); } }
private void newPage_PropertyChanged(object sender, PropertyChangedEventArgs e) { if (e.PropertyName != "SelectedValue") { return; } var model = (StatValueViewModel)sender; var index = this.pages.IndexOf(model); var stats = new List<KeyValuePair<Statistic, object>>(index + 1); for (var i = 0; i < this.pages.Count; i++) { var selectedValue = this.pages[i].SelectedValue; if (selectedValue != null) { stats.Add(new KeyValuePair<Statistic, object>(this.sortByList[i], selectedValue)); } } if (stats.Count == 0) { this.ValueHeader = "Value"; this.StatisticList = this.GetDefaultList(); return; } var moduleList = this.Settings.Statistics.Where(st => this.HasAllValues(st, stats)).ToArray(); var statList = new List<StatDisplay>(); if (moduleList.Length == 0) { var statDisplay = new StatDisplay( StatisticHelper.GetDisplayText(Statistic.MatchCount), "0", StatisticHelper.GetDescription(Statistic.MatchCount)); statList.Add(statDisplay); } else { foreach (var stat in this.GetStatDisplayList()) { var statDisplay = new StatDisplay( StatisticHelper.GetDisplayText(stat), this.GetAverageValue(moduleList, stat), StatisticHelper.GetDescription(stat)); statList.Add(statDisplay); } } this.ValueHeader = "Average Value"; this.StatisticList = statList; }
/* Switches the display of the current weapon stats to the next weapon in the list. */ public void switchWeaponStats() { WeaponStats current = p.stats.weapon_by_type( p.stats.current_weapon() ); displays[3] = new StatDisplay( "Damage", current.weapon_stat(STAT_TYPE.damage) ); displays[4] = new StatDisplay( "Rate of Fire", current.weapon_stat(STAT_TYPE.rate_of_fire) ); displays[5] = new StatDisplay( "Ammo Cost", current.weapon_stat(STAT_TYPE.ammo) ); updatePositions(); }
/* Draws the fields of the given stat display */ private void drawStatDisplay(StatDisplay display) { // display title GUI.Label(display.labels[0], display.name + " (" + display.stat.pointer_value() + ")"); // Determines if the stat value is capped bool is_last = display.stat.next() == -1; // Determines if the player can afford the next upgrade Stat_Cost for_next = display.stat.next_cost(); bool can_buy = for_next == null || ( for_next.scrap_cost <= p.stats.get_scrap() && for_next.ecore_cost <= p.stats.get_ecores() ); GUI.enabled = !is_last && can_buy; if (GUI.enabled) { // Text color green indicates that a stat can be upgraded currently GUI.skin.button.normal.textColor = Color.green; GUI.skin.button.fontStyle = FontStyle.Bold; } else if (!is_last) { GUI.skin.button.normal.textColor = Color.red; } // Create button to increment the pointer if ( GUI.Button(display.buttons[0], "+") && GUI.enabled ) { int origin = 0; // Store the original value of the player's health if (display.stat.type == STAT_TYPE.health) { origin = (int)p.stats.MAX_HEALTH.current(); } display.stat.increment(); // Subtract cost from player stats if (for_next != null) { p.stats.change_scrap(-for_next.scrap_cost); p.stats.change_ecores(-for_next.ecore_cost); } // Indicate that the max values of either health or shield changed, so that sliders will update if (display.stat.type == STAT_TYPE.health) { // Restore health equal to the change in health p.stats.change_health( (int)p.stats.MAX_HEALTH.current() - origin ); p.stats.HP_raised = true; } else if (display.stat.type == STAT_TYPE.shield) { // Fully restore shield p.stats.change_shield( (int)p.stats.MAX_SHIELD.current() ); p.stats.Shield_raised = true; } else { // Updates the player's weapon if necessary p.updateWeapons(); } } GUI.skin.button.normal.textColor = Color.white; GUI.skin.button.fontStyle = FontStyle.Normal; /* Do NOT uncomment!! GUI.enabled = display.stat.pointer_value() > 0; // Decrement a stat value and return the cost of the upgrade if (GUI.Button(display.buttons[1], "-") && GUI.enabled) { display.stat.decrement(); // Readd cost of the upgrade to player stats if (display.stat.next_cost() != null) { p.stats.change_scrap(display.stat.next_cost().scrap_cost); p.stats.change_ecores(display.stat.next_cost().ecore_cost); } // Indicate that the max values of either health or shield changed, so that sliders will update if (display.stat.type == STAT_TYPE.health) { p.stats.HP_raised = true; } else if (display.stat.type == STAT_TYPE.shield) { p.stats.Shield_raised = true; } }*/ GUI.enabled = true; // show cost for next upgrade GUI.Label(display.labels[1], "cost (scrap | e. cores): " + ( (for_next == null) ? "-- | --" : (for_next.scrap_cost + " | " + for_next.ecore_cost) ) ); // show current value GUI.Label(display.labels[2], "" + display.stat.current()); // display arrows GUI.Label(display.labels[3], ">>"); // show next value (or '--' if no such element exists) GUI.Label(display.labels[4], (is_last) ? "--" : "" + display.stat.next(), lbl_grn_text); }
/* Draws the fields of the given stat display */ private void drawStatDisplay(StatDisplay display) { // display title GUI.Label(display.labels[0], display.name + " (" + display.stat.pointer_value() + ")"); // Determines if the stat value is capped bool is_last = display.stat.next() == -1; // Determines if the player can afford the next upgrade Stat_Cost for_next = display.stat.next_cost(); bool can_buy = for_next == null || (for_next.scrap_cost <= p.stats.get_scrap() && for_next.ecore_cost <= p.stats.get_ecores()); GUI.enabled = !is_last && can_buy; if (GUI.enabled) { // Text color green indicates that a stat can be upgraded currently GUI.skin.button.normal.textColor = Color.green; GUI.skin.button.fontStyle = FontStyle.Bold; } else if (!is_last) { GUI.skin.button.normal.textColor = Color.red; } // Create button to increment the pointer if (GUI.Button(display.buttons[0], "+") && GUI.enabled) { int origin = 0; // Store the original value of the player's health if (display.stat.type == STAT_TYPE.health) { origin = (int)p.stats.MAX_HEALTH.current(); } display.stat.increment(); // Subtract cost from player stats if (for_next != null) { p.stats.change_scrap(-for_next.scrap_cost); p.stats.change_ecores(-for_next.ecore_cost); } // Indicate that the max values of either health or shield changed, so that sliders will update if (display.stat.type == STAT_TYPE.health) { // Restore health equal to the change in health p.stats.change_health((int)p.stats.MAX_HEALTH.current() - origin); p.stats.HP_raised = true; } else if (display.stat.type == STAT_TYPE.shield) { // Fully restore shield p.stats.change_shield((int)p.stats.MAX_SHIELD.current()); p.stats.Shield_raised = true; } else { // Updates the player's weapon if necessary p.updateWeapons(); } } GUI.skin.button.normal.textColor = Color.white; GUI.skin.button.fontStyle = FontStyle.Normal; /* Do NOT uncomment!! * * GUI.enabled = display.stat.pointer_value() > 0; * // Decrement a stat value and return the cost of the upgrade * if (GUI.Button(display.buttons[1], "-") && GUI.enabled) { * display.stat.decrement(); * * // Readd cost of the upgrade to player stats * if (display.stat.next_cost() != null) { * p.stats.change_scrap(display.stat.next_cost().scrap_cost); * p.stats.change_ecores(display.stat.next_cost().ecore_cost); * } * * // Indicate that the max values of either health or shield changed, so that sliders will update * if (display.stat.type == STAT_TYPE.health) { * p.stats.HP_raised = true; * } else if (display.stat.type == STAT_TYPE.shield) { * p.stats.Shield_raised = true; * } * }*/ GUI.enabled = true; // show cost for next upgrade GUI.Label(display.labels[1], "cost (scrap | e. cores): " + ((for_next == null) ? "-- | --" : (for_next.scrap_cost + " | " + for_next.ecore_cost))); // show current value GUI.Label(display.labels[2], "" + display.stat.current()); // display arrows GUI.Label(display.labels[3], ">>"); // show next value (or '--' if no such element exists) GUI.Label(display.labels[4], (is_last) ? "--" : "" + display.stat.next(), lbl_grn_text); }