Пример #1
0
    public EditBehavior DuplicateBehavior(EditBehavior behavior)
    {
        var newBehavior = behavior.Duplicate();

        behaviors.Add(newBehavior);
        return(newBehavior);
    }
Пример #2
0
        private void LoadContext()
        {
            using (var conn = new SqlConnection(DAL.ConnectionString))
            {
                conn.Open();

                var parameter = new SqlParameter("@ContextID", ContextId);
                var command   = new SqlCommand("spCPCmmGetContext", conn);

                command.CommandType = CommandType.StoredProcedure;
                command.Parameters.Add(parameter);

                var reader = command.ExecuteReader();

                if (reader.Read())
                {
                    Caption        = (string)reader["Caption"];
                    EntityKey      = (int?)reader["EntityKey"];
                    EntityName     = (string)reader["EntityName"];
                    SPGetOwnerName = (string)reader["spGetOwnerName"];
                    GroupByType    = (short)reader["GroupByType"];
                    RowHeight      = (int)reader["RowHeight"];
                    AllowRowSizing = (short)reader["AllowRowSizing"];
                    EditBehavior   = (EditBehavior)reader["EditBehavior"];
                }
            }
        }
Пример #3
0
 public void DeleteBehavior(EditBehavior behavior)
 {
     foreach (var preset in presets)
     {
         preset.DeleteBehavior(behavior);
     }
     behaviors.Remove(behavior);
 }
Пример #4
0
    void Hide(bool result, EditBehavior behavior)
    {
        foreach (var uibehavior in behaviors)
        {
            DestroyBehaviorToken(uibehavior);
        }
        behaviors.Clear();

        gameObject.SetActive(false);
        closeAction?.Invoke(result, behavior);
        closeAction = null;
    }
Пример #5
0
    UIBehaviorPickerBehaviorToken CreateBehaviorToken(EditBehavior behavior)
    {
        // Create the gameObject
        var ret = GameObject.Instantiate <UIBehaviorPickerBehaviorToken>(behaviorTokenPrefab, contentRoot.transform);

        // When we click on the pattern main button, go to the edit page
        ret.onClick.AddListener(() => Hide(true, ret.editBehavior));

        // Initialize it
        ret.Setup(behavior);
        return(ret);
    }
 public void Setup(EditBehavior behavior)
 {
     this.editBehavior = behavior;
     this.dieRenderer  = DiceRendererManager.Instance.CreateDiceRenderer(editBehavior.defaultPreviewSettings.design);
     if (dieRenderer != null)
     {
         dieRenderer.SetAuto(true);
         dieRenderImage.texture = dieRenderer.renderTexture;
         dieRenderer.SetAnimations(this.editBehavior.CollectAnimations());
         dieRenderer.Play(true);
     }
     nameText.text        = behavior.name;
     descriptionText.text = behavior.description;
     SetSelected(false);
 }
Пример #7
0
    UIHomeBehaviorToken CreateBehaviorToken(EditBehavior behavior)
    {
        // Create the gameObject
        var ret = GameObject.Instantiate <UIHomeBehaviorToken>(behaviorTokenPrefab, Vector3.zero, Quaternion.identity, behaviorsRoot.transform);

        // When we click on the pattern main button, go to the edit page
        ret.onClick.AddListener(() =>
        {
            ActivateBehavior(behavior);
        });

        // Initialize it
        ret.Setup(behavior);
        return(ret);
    }
Пример #8
0
    public void Setup(EditBehavior behavior)
    {
        this.editBehavior = behavior;
        this.dieRenderer  = DiceRendererManager.Instance.CreateDiceRenderer(behavior.defaultPreviewSettings.design);
        if (dieRenderer != null)
        {
            behaviorRenderImage.texture = dieRenderer.renderTexture;
        }
        behaviorNameText.text = behavior.name;

        dieRenderer.SetAuto(true);
        dieRenderer.SetAnimations(this.editBehavior.CollectAnimations());
        dieRenderer.Play(true);
        RefreshState();
    }
Пример #9
0
    public void Setup(EditBehavior bh)
    {
        this.editBehavior = bh;
        this.dieRenderer  = DiceRendererManager.Instance.CreateDiceRenderer(bh.defaultPreviewSettings.design);
        if (dieRenderer != null)
        {
            behaviorRenderImage.texture = dieRenderer.renderTexture;
        }
        behaviorNameText.text        = bh.name;
        behaviorDescriptionText.text = bh.description;

        dieRenderer.SetAuto(true);
        dieRenderer.SetAnimations(this.editBehavior.CollectAnimations());
        dieRenderer.Play(true);
        Expand(false);
    }
Пример #10
0
    void Setup(EditBehavior behavior)
    {
        editBehavior     = behavior;
        this.dieRenderer = DiceRendererManager.Instance.CreateDiceRenderer(editBehavior.defaultPreviewSettings.design, 300);
        if (dieRenderer != null)
        {
            previewImage.texture = dieRenderer.renderTexture;
        }
        // Generate a title for the page
        descriptionText.text = editBehavior.description;

        RefreshView();

        dieRenderer.SetAuto(true);
        dieRenderer.SetAnimations(this.editBehavior.CollectAnimations());
        dieRenderer.Play(true);
    }
Пример #11
0
    /// <summary>
    /// Invoke the die picker
    /// </sumary>
    public void Show(string title, EditBehavior previousBehavior, System.Action <bool, EditBehavior> closeAction)
    {
        if (isShown)
        {
            Debug.LogWarning("Previous Behavior picker still active");
            ForceHide();
        }

        foreach (var behavior in AppDataSet.Instance.behaviors)
        {
            // New pattern
            var newBehaviorUI = CreateBehaviorToken(behavior);
            newBehaviorUI.SetSelected(behavior == previousBehavior);
            behaviors.Add(newBehaviorUI);
        }

        gameObject.SetActive(true);
        currentBehavior = previousBehavior;
        titleText.text  = title;

        this.closeAction = closeAction;
    }
Пример #12
0
    public static AppDataSet CreateTestDataSet()
    {
        AppDataSet ret = new AppDataSet();

        // We only save the dice that we have indicated to be in the pool
        // (i.e. ignore dice that are 'new' and we didn't connect to)
        var die0 = new EditDie()
        {
            name           = "Die 000",
            deviceId       = 0x123456789ABCDEF0,
            faceCount      = 20,
            designAndColor = DesignAndColor.V3_Orange
        };

        ret.dice.Add(die0);
        var die1 = new EditDie()
        {
            name           = "Die 001",
            deviceId       = 0xABCDEF0123456789,
            faceCount      = 20,
            designAndColor = DesignAndColor.V5_Black
        };

        ret.dice.Add(die1);
        var die2 = new EditDie()
        {
            name           = "Die 002",
            deviceId       = 0xCDEF0123456789AB,
            faceCount      = 20,
            designAndColor = DesignAndColor.V5_Grey
        };

        ret.dice.Add(die2);
        var die3 = new EditDie()
        {
            name           = "Die 003",
            deviceId       = 0xEF0123456789ABCD,
            faceCount      = 20,
            designAndColor = DesignAndColor.V5_Gold
        };

        ret.dice.Add(die3);

        EditAnimationSimple simpleAnim = new EditAnimationSimple();

        simpleAnim.duration = 1.0f;
        simpleAnim.color    = EditColor.MakeRGB(Color.blue);
        simpleAnim.faces    = 0b11111111111111111111;
        simpleAnim.name     = "Simple Anim 1";
        ret.animations.Add(simpleAnim);


        EditBehavior behavior = new EditBehavior();

        behavior.rules.Add(new EditRule()
        {
            condition = new EditConditionRolling(),
            actions   = new List <EditAction> ()
            {
                new EditActionPlayAnimation()
                {
                    animation = simpleAnim, faceIndex = 0, loopCount = 1
                }
            }
        });
        behavior.rules.Add(new EditRule()
        {
            condition = new EditConditionFaceCompare()
            {
                faceIndex = 19,
                flags     = ConditionFaceCompare_Flags.Equal
            },
            actions = new List <EditAction> ()
            {
                new EditActionPlayAnimation()
                {
                    animation = simpleAnim, faceIndex = 19, loopCount = 1
                }
            }
        });
        behavior.rules.Add(new EditRule()
        {
            condition = new EditConditionFaceCompare()
            {
                faceIndex = 0,
                flags     = ConditionFaceCompare_Flags.Less | ConditionFaceCompare_Flags.Equal | ConditionFaceCompare_Flags.Greater
            },
            actions = new List <EditAction> ()
            {
                new EditActionPlayAnimation()
                {
                    animation = simpleAnim, faceIndex = 2, loopCount = 1
                }
            }
        });
        ret.behaviors.Add(behavior);

        ret.presets.Add(new EditPreset()
        {
            name           = "Preset 0",
            dieAssignments = new List <EditDieAssignment>()
            {
                new EditDieAssignment()
                {
                    die      = die0,
                    behavior = behavior
                },
                new EditDieAssignment()
                {
                    die      = die1,
                    behavior = behavior
                }
            }
        });

        return(ret);
    }