/// <summary> /// /// </summary> /// <param name="sender"></param> /// <param name="e"></param> private void ClearButton_Click(object sender, EventArgs e) { InputTextBox.Clear(); OutputTextBox.Clear(); TimeBox.Clear(); CountText.Clear(); }
public void OnCountText(CountEventArgs args) { if (SearchText != null) { CountText.Invoke(this, args); } }
/// <summary> /// /// </summary> /// <param name="sender"></param> /// <param name="e"></param> private void RandomButton_Click(object sender, EventArgs e) { InputTextBox.Clear(); OutputTextBox.Clear(); TimeBox.Clear(); CountText.Clear(); int n = rnd.Next(2, 20); int k = rnd.Next(1, n); string line = null; for (int i = 0; i < k; i++) { int temp1 = rnd.Next(1, n); int temp2 = rnd.Next(1, n); if (temp1 != temp2) { line += temp1 + " " + temp2 + "\n"; i++; } } if (line != null) { InputTextBox.Text = line.Trim(); } CountText.Text = n + " " + k; }
// handles UI elements for mode switching : shell togglemode public void switchModes() { // use a string we need anyway to track the mode bool fov = _text != fv; //attention, NOT equals here because we are switching text.text = fov ? fv : ls; _text = text.text; toggleMode(fov? "fov" : "laserscan"); //button.SetActive(fov ? true : false); CountText.SetActive(fov ? true : false); Cams.SetActive(fov ? true : false); SpreadSlider.SetActive(!fov ? true : false); CountSlider.SetActive(!fov ? true : false); //LinePanel.SetActive(!fov ? true : false); flipButton.SetActive(!fov ? true : false); obsButton.SetActive(!fov ? true : false); tutorialButton.SetActive(!fov ? true : false); LaserLinesToggle.SetActive(!fov ? true : false); // turn graph on in laserscan mode, off in fov mode if (fov && LinePanel.activeSelf || !fov && !LinePanel.activeSelf) { toggleGraph(); } }
private void readyStart01() { UnityChanChangeMotion.changeMotion02_off(); CountText.enableText(); CountText.count_text = "3"; //スリー unityChanVoice.voicePlay05(); }
void ReleaseDesignerOutlets() { if (BuscarButton != null) { BuscarButton.Dispose(); BuscarButton = null; } if (CategoryText != null) { CategoryText.Dispose(); CategoryText = null; } if (CountText != null) { CountText.Dispose(); CountText = null; } if (IdText != null) { IdText.Dispose(); IdText = null; } if (NameText != null) { NameText.Dispose(); NameText = null; } if (PriceText != null) { PriceText.Dispose(); PriceText = null; } if (StatusLabel != null) { StatusLabel.Dispose(); StatusLabel = null; } if (ValidarButton != null) { ValidarButton.Dispose(); ValidarButton = null; } }
// the function which en/disables the whole UI, uses _text to test mode so as not to turn on the wrong buttons public void toggleUI() { uiActive = !uiActive; // use a string we need anyway to track the mode bool fov = _text == fv; //attention, equals here because we are returning modeText.SetActive(uiActive); modeButton.SetActive(uiActive); FoVButton.SetActive(uiActive); CountText.SetActive(fov && uiActive ? true : false); Cams.SetActive(fov && uiActive ? true : false); SpreadSlider.SetActive(!fov && uiActive ? true : false); CountSlider.SetActive(!fov && uiActive ? true : false); flipButton.SetActive(!fov && uiActive ? true : false); obsButton.SetActive(!fov && uiActive ? true : false); tutorialButton.SetActive(!fov && uiActive ? true : false); LaserLinesToggle.SetActive(!fov && uiActive ? true : false); //LinePanel.SetActive(!fov && uiActive ? true : false); }
void CheckWinner() { if (playerChoose == botChoose) { //draw WinnerText.GetComponent <Text>().text = "DRAW!"; } else if ((playerChoose == 1 && botChoose == 3) || (playerChoose == 2 && botChoose == 1) || (playerChoose == 3 && botChoose == 2)) { //player wins WinnerText.GetComponent <Text>().text = "YOU WIN!"; winCount++; } else { //player loses WinnerText.GetComponent <Text>().text = "YOU LOSE!"; } count++; CountText.GetComponent <Text>().text = "Games Played: " + count; }
/// <summary> /// 画面のクリア /// </summary> private void zyankenEffect00() { CountText.disableText(); }