Пример #1
0
        private void GoToStep(int step)
        {
            btnBack.Enabled = step > 0;
            if (step >= stepsList.Count)
            {
                return;
            }

            KillCurrentStep();

            currentStepIndex   = step;
            currentStep        = stepsList[step];
            currentStep.Size   = StepPanel.Size;
            currentStep.Anchor = AnchorStyles.Left | AnchorStyles.Right | AnchorStyles.Top | AnchorStyles.Bottom;

            btn_Next.Visible = currentStep.CanProceed && step != stepsList.Count - 1;

            if (currentStep.Profile != currentProfile)// dont reinitialize, user is coming back
            {
                currentStep.Initialize(currentGameInfo, currentProfile);
            }

            StepPanel.Controls.Add(currentStep);
            currentStep.Size = StepPanel.Size; // for some reason this line must exist or the PositionsControl get messed up

            label_StepTitle.Text = currentStep.Title;
        }
Пример #2
0
 async void handHeldController_StateChanged(object sender, XboxControllerStateChangedEventArgs e)
 {
     if (null != panTilt && null != firingControl)
     {
         await UserInputControl.HandleInput(this, panTilt, firingControl, null, this.handHeldController);
     }
 }
Пример #3
0
 // Make Singleton
 private void OnEnable()
 {
     if (m_userInputControl == null)
     {
         m_userInputControl = this;
     }
     else if (m_userInputControl != this)
     {
         Destroy(this);
     }
 }
Пример #4
0
        private void GoToStep(int step)
        {
            if (step == 1 &&
                DoesntNeedOptions())
            {
                step++;
            }

            BrowserBtns.SetPreviousButtonState(step > 0);
            if (step >= stepsList.Count)
            {
                return;
            }
            else if (step >= 2)
            {
                // Custom steps
#if false
                List <CustomStep> customSteps = handlerData.CustomSteps;
                int        customStepIndex    = step - 2;
                CustomStep customStep         = customSteps[0];

                if (customStep.Required)
                {
                    jsControl.CustomStep  = customStep;
                    jsControl.DataManager = handlerDataManager;
                }
                else
                {
                    BrowserBtns.SetPlayButtonState(true);
                    return;
                }
#endif
            }

            KillCurrentStep();

            currentStepIndex   = step;
            currentStep        = stepsList[step];
            currentStep.Size   = panel_steps.Size;
            currentStep.Anchor = AnchorStyles.Left | AnchorStyles.Right | AnchorStyles.Top | AnchorStyles.Bottom;

#if false
            currentStep.Initialize(handlerData, userGame, currentProfile);
#endif

            BrowserBtns.SetNextButtonState(currentStep.CanProceed && step != stepsList.Count - 1);

            panel_steps.Controls.Add(currentStep);
            currentStep.Size = panel_steps.Size; // for some reason this line must exist or the PositionsControl get messed up

            MainForm.Instance.ChangeTitle(currentStep.Title, currentStep.Image);
        }
    protected override void start()
    {
        base.start();
        for (int i = 0; i < PrefabEnem.Length; i++)
        {
            PrefabEnem[i] = GameObject.Find("Enemy" + (i + 1));
        }
        lastSpawn = Time.time;
        gameControl.addEvent("Reset", reset);
        gameControl.addEvent("StarSpawn", spawnStar);
        UserInputControl input = basicGameControl.SubController <UserInputControl>("UserInputControl");

        input.addKeyMap(new KeyMap(new KeyCode[] { KeyCode.M }, "SpawnStar", () => { spawnStar(); }, Input.GetKeyDown, UserInputControl.SeldomtimePress));
    }
Пример #6
0
        private void GoToStep(int step)
        {
            btnBack.Enabled = step > 0;
            if (step >= stepsList.Count)
            {
                return;
            }

            if (step >= 2)
            {
                // Custom steps
                List <CustomStep> customSteps = currentGame.CustomSteps;
                int        customStepIndex    = step - 2;
                CustomStep customStep         = customSteps[0];

                if (customStep.UpdateRequired != null)
                {
                    customStep.UpdateRequired();
                }

                if (customStep.Required)
                {
                    jsControl.CustomStep = customStep;
                    jsControl.Content    = content;
                }
                else
                {
                    EnablePlay();
                    return;
                }
            }

            KillCurrentStep();

            currentStepIndex   = step;
            currentStep        = stepsList[step];
            currentStep.Size   = StepPanel.Size;
            currentStep.Anchor = AnchorStyles.Left | AnchorStyles.Right | AnchorStyles.Top | AnchorStyles.Bottom;

            currentStep.Initialize(currentGameInfo, currentProfile);

            btn_Next.Enabled = currentStep.CanProceed && step != stepsList.Count - 1;

            StepPanel.Controls.Add(currentStep);
            currentStep.Size = StepPanel.Size; // for some reason this line must exist or the PositionsControl get messed up

            label_StepTitle.Text = currentStep.Title;
        }
Пример #7
0
        private void GoToStep(int step)
        {
            btn_Previous.Enabled = step > 0;
            if (step >= stepsList.Count)
            {
                return;
            }

            if (step >= 2)
            {
                // Custom steps
                List <CustomStep> customSteps = handlerData.CustomSteps;
                int        customStepIndex    = step - 2;
                CustomStep customStep         = customSteps[0];

                if (customStep.Required)
                {
                    jsControl.CustomStep  = customStep;
                    jsControl.DataManager = handlerDataManager;
                }
                else
                {
                    EnablePlay();
                    return;
                }
            }

            KillCurrentStep();

            currentStepIndex   = step;
            currentStep        = stepsList[step];
            currentStep.Size   = panel_Steps.Size;
            currentStep.Anchor = AnchorStyles.Left | AnchorStyles.Right | AnchorStyles.Top | AnchorStyles.Bottom;

            currentStep.Initialize(handlerData, selectedControl.UserGameInfo, currentProfile);

            btn_Next.Enabled = currentStep.CanProceed && step != stepsList.Count - 1;

            panel_Steps.Controls.Add(currentStep);
            currentStep.Size = panel_Steps.Size; // for some reason this line must exist or the PositionsControl get messed up

            lbl_StepTitle.Text = currentStep.Title;
        }
Пример #8
0
        public void Execute(object parameter)
        {
            bool created   = false;
            bool cancelled = false;

            while (!cancelled && !created)
            {
                UserInputControl           userControl = new UserInputControl("Library name:", "");
                WpfDialog.WpfDialogOptions options     = new WpfDialog.WpfDialogOptions();
                options.DialogType        = WpfDialog.DialogType.Question;
                options.PossibleResponses = new WpfDialog.UserResponses(new string[] { "Create", "Cancel" }, 0);
                options.CustomContent     = userControl;
                options.TitleBarIcon      = ((Window)parameter).Icon;

                WpfDialog dialog = new WpfDialog(Helpers.AssemblyProperties.AssemblyTitle, "Enter the name of the new library.", options);
                dialog.Owner = (Window)parameter;
                dialog.ShowDialog();

                if (dialog.UserResponse.Equals("Create", StringComparison.CurrentCultureIgnoreCase))
                {
                    if (userControl.InputText.Length > 0)
                    {
                        _viewModel.CreateLibrary(userControl.InputText);
                        created = true;
                    }
                    else
                    {
                        WpfDialog.WpfDialogOptions errorOptions = new WpfDialog.WpfDialogOptions();
                        errorOptions.DialogType   = WpfDialog.DialogType.Error;
                        errorOptions.TitleBarIcon = ((Window)parameter).Icon;

                        WpfDialog errorDialog = new WpfDialog(Helpers.AssemblyProperties.AssemblyTitle, "You must enter a name for the new library.", errorOptions);
                        errorDialog.Owner = (Window)parameter;
                        errorDialog.ShowDialog();
                    }
                }
                else
                {
                    cancelled = true;
                }
            }
        }
Пример #9
0
    protected override void instantiate <T>()
    {
        base.instantiate <KarapanGameControl>();
        base.name        = Name;
        userInputControl = gameObject.GetComponent <UserInputControl>();
        playerControl    = GameObject.Find("Player").GetComponent <KarapanPlayerControl>();

        lifeControl     = gameObject.GetComponent <KarapanLifeControl>();
        speedControl    = gameObject.GetComponent <KarapanSpeedControl>();
        progressControl = gameObject.GetComponent <ProgressControl>();
        playerControl   = GameObject.Find("Player").GetComponent <KarapanPlayerControl>();
        addSubController("LifeControl", lifeControl);
        addSubController("SpeedControl", speedControl);
        addSubController("PlayerControl", playerControl);
        addSubController("ProgressControl", progressControl);
        addSubController("UserInputControl", userInputControl);

        UnityEngine.Debug.Log(userInputControl);
        userInputControl.addKeyMap(new KeyMap(new KeyCode[] { KeyCode.Space }, "TogglePause", delegate() { togglePause(); }, Input.GetKeyDown, 0.75F));
        userInputControl.addKeyMap(new KeyMap(new KeyCode[] { KeyCode.Slash }, "DEBUG", delegate() { toggleDebug(); }, Input.GetKeyDown, UserInputControl.SeldomtimePress));
        userInputControl.addKeyMap(new KeyMap(new KeyCode[] { KeyCode.Equals }, "reset", delegate() { gameOver(); resetGame(); }, Input.GetKeyDown, UserInputControl.SometimePress));
    }
Пример #10
0
        //Some way of using the controller
        // An event handler
        // Takes in XInput.Event args
        //  if (b.Key == XInput.Controller.Key."B")
        //  { this.trackingMode = TrackingMode.SKELETAL
        //    AudioViewBox.Visisbility = Visibility.Hidden;


        /// <summary>
        /// Handles an 'controller' actions using the keyboard interface
        /// </summary>
        /// <param name="sender"></param>
        /// <param name="e"></param>
        async void MainWindow_KeyDown(object sender, System.Windows.Input.KeyEventArgs e)
        {
            //passing the xbox controller here effectivley makes the xbox control able to override the keyboard
            await UserInputControl.HandleInput(this, panTilt, firingControl, e.Key, this.handHeldController);
        }
Пример #11
0
        private void SaveControlValueToContext(UserInputControl input)
        {
            object value = input.Value;

            _context.SaveResult(input.ResultName, value, true);
        }