public MainWindowViewModel() { this._signupVisibility = new ButtonVisibility(); this._welcomeVisibility = new ButtonVisibility(); this.LoggedText = string.Empty; this.ChangeApplicationState(E_APPLICATION_STATE.E_APPLICATION_USER_LOGGED_OUT); this.Commands = new CommandMap(); this.Commands.AddCommand("LoginButtonCommand", x => { this.ChangeBody(E_BODY_TYPES.E_BODY_LOGIN); }); this.Commands.AddCommand("CreateNewPasteCommand", x => { this.ChangeBody(E_BODY_TYPES.E_BODY_MAIN); }); this.Commands.AddCommand("LogoutCommand", x => { MessageBox.Show(UserSession.Instance.Username); this.ChangeApplicationState(E_APPLICATION_STATE.E_APPLICATION_USER_LOGGED_OUT); this.ChangeBody(E_BODY_TYPES.E_BODY_MAIN); }); this._mainBodyView = new MainBodyView(); this._mainBodyViewModel = new MainBodyViewModel(this); this._loginBodyView = new LoginBodyView(); this._loginBodyViewModel = new LoginBodyViewModel(this); this.ChangeBody(E_BODY_TYPES.E_BODY_MAIN); }
/// <summary> /// only areas that area accessible will show their buttons /// </summary> private void UpdateVisibleButtons() { foreach (Location location in MasterGameMap.Locations) { ButtonVisibility.ButtonUpdate(location); } }
} //Default Constructor public GameSessionViewModel(Player player, Map masterGameMap, ButtonVisibility buttonVisibility) { _player = player; _masterGameMap = masterGameMap; _buttonVisibility = buttonVisibility; InitializeView(); }
private void LoadGameData() { _playerEntryAndSetupView = new PlayerEntryAndSetupView(_player); _playerEntryAndSetupView.ShowDialog(); if (_player.NewPlayer) { //load low health player for new game _player = GameData.DefaultPlayer(_player.NewPlayer, _player.Name); } else { //this is where gamedata will load returning player details _player = GameData.DefaultPlayer(); } _masterGameMap = GameData.MasterGameMap(); _buttonVisibility = GameData.GameStartButtonView(); }
public RuntimeInspectorButtonAttribute(string label, bool isInitializer, ButtonVisibility visibility) { m_label = label; m_isInitializer = isInitializer; m_visibility = visibility; }
private void Start() { // Using the list of buttons create a set of buttons for each option. if (m_sButtonOptions.Count > 0) { Debug.Log("\nThere are " + m_sButtonOptions.Count + " options for buttons. Creating now. \n"); foreach (var option in m_sButtonOptions) { Debug.Log("\n Creating " + option + ","); // Instantiate the button using a button prefab. GameObject l_Button = Instantiate(m_BasicButton); l_Button.AddComponent <LayoutElement>(); // Give the button a name and a parent. l_Button.transform.SetParent(m_ButtonBackground.transform); l_Button.name = option + " Button"; // Set the componentsto have the base properties. l_Button.GetComponentInChildren <Text>().text = option; //< Update the text displayed on the button. // Add The new button into the list of buttons. ButtonVisibility l_ComboButton = new ButtonVisibility(); l_ComboButton.thisObject = l_Button; switch (option) //< Set the object's traning rating and the tag for the object. { case "Militia": l_ComboButton.visibilityRating = UnitTraningRating.Simple; l_ComboButton.thisObject.tag = "Militia_Button"; break; case "Engineer": l_ComboButton.visibilityRating = UnitTraningRating.Simple; l_ComboButton.thisObject.tag = "Engineer_Button"; break; case "Swordsman": l_ComboButton.visibilityRating = UnitTraningRating.Advanced; l_ComboButton.thisObject.tag = "Swordsman_Button"; break; case "Lancer": l_ComboButton.visibilityRating = UnitTraningRating.Advanced; l_ComboButton.thisObject.tag = "Lancer_Button"; break; case "Marauder": l_ComboButton.visibilityRating = UnitTraningRating.Advanced; l_ComboButton.thisObject.tag = "Marauder_Button"; break; default: break; } m_Buttons.Add(l_ComboButton); } } m_HideAll(); }