Пример #1
0
 // called in animation
 public void EmitCasings()
 {
     if (Casings != null)
     {
         WController.EmitCasings(Casings.position, Casings.rotation, AmmoType, AmmoConsumption);
     }
 }
        private void UpdateForm(Forecast forecast)
        {
            PlaatsTextBox.Text    = Plaatsnaam;
            IntervalTextBox.Text  = Interval.ToString();
            LocationLabel.Text    = Plaatsnaam;
            DescriptionLabel.Text = forecast.weather.First().description;
            WeatherIconPictureBox.ImageLocation = "http://openweathermap.org/img/w/" + forecast.weather.First().icon + ".png";
            TemperatuurLabel.Text      = BuildTemperatureString(forecast.main.temp);
            LuchtvochtigheidLabel.Text = String.Format("Luchtvochtigheid: {0}%", forecast.main.humidity);
            WindLabel.Text             = BuildWindString(forecast.wind.speed, forecast.wind.deg);
            DateTime LatestUpdate = forecast.datetime;

            LatestUpdateLabel.Text = String.Format("[Laatste update: {0}]", LatestUpdate);
            FillChart(WController.GetAvgTempPerDayByCity(City_Id));
            TempToolStripTextBox.Text = BuildContextMenuTemperature(CalculateTemperature(forecast.main.temp, MetricSystem), MetricSystem);
        }
        private void UpdateApiAndForm()
        {
            WController.QueryWeatherApi(City_Id, Language);

            // get latest forecast from DB, indepent of connection
            // if request was succesfull, latest forecast is already written to DB
            int MaxPK = WController.GetMaxPKFromDatabase(City_Id);

            WController.GetLatestForecastFromDatabase(MaxPK);
            try
            {
                UpdateForm(WController.forecast);
            }
            catch (ArgumentNullException)
            {
                MessageBox.Show("Er is iets mis gegaan :<(");
            }
        }
Пример #4
0
        private void Update()
        {
            if (gMode == GameMode.Edit)
            {
                return;
            }
            if (WController == null)
            {
                return;
            }

            if (WController.GameResult == GameResult.Loose && !resultShowed)
            {
                resultShowed = true;
                MPlayer.AddLifes(-1);
                MGui.ShowLoss();
                return;
            }

            if (WController.GameResult == GameResult.Win && !resultShowed)
            {
                resultShowed = true;
                MPlayer.PassLevel();
                MGui.ShowVictory();
                return;
            }

            WController.Update(Time.time);
            if (gState == GameState.Shooting)
            {
                Shooting();
            }
            else if (gState == GameState.DisableTouch)
            {
            }
        }
Пример #5
0
 protected void EmitTrail(Vector3 start, Vector3 direction, Vector3 end)
 {
     WController.ShowLine(start, direction, end, 0.06f);
 }
Пример #6
0
 protected void PlayAudio(AudioClip clip)
 {
     WController.PlaySound(clip);
 }
Пример #7
0
        private void Shooting()
        {
            // BubblesShooter.Instance.ShowSwapPath();

            if (TouchManager.IsTouched && BubblesShooter.Instance.TouchInRange())
            {
                BubblesShooter.Instance.ShowShootLine();
            }
            else if (TouchManager.IsTouched && !BubblesShooter.Instance.TouchInRange())
            {
                BubblesShooter.Instance.HideShootLine();
                BubblesShooter.Instance.CleanTargets();
            }
            else if (!TouchManager.IsTouched)
            {
                BubblesShooter.Instance.HideShootLine(); //Debug.Log("Can Shoot " + BubblesShooter.CanShoot);

                if (BubblesShooter.CanShoot)             // shoot
                {
                    GoToDTMode();                        // diasable touch
                    mainSeq = new TweenSeq();
                    mainSeq.Add((callBack) =>            // move bubble to free target, hit target, and check result
                    {
                        BubblesShooter.Instance.Shoot(callBack);
                    });

                    mainSeq.Add((callBack) => // collect all bubbles in shootarea
                    {
                        BubblesShooter.Instance.ShootCollect(callBack);
                    });

                    mainSeq.Add((callBack) => //  collect all fall down objects
                    {
                        BubblesShooter.Instance.CleanTargets();
                        detCells = new CellsGroup();
                        detCells.AddRange(grid.GetDetacheCells());
                        detCells.FallDownCollect(BubblesShooter.Instance.BubbleScore, null);
                        WController.CheckResult(false, false);// check shoot result
                        grid.AddEmptyRow();

                        callBack();
                    });

                    if (WController.GameLevelType == LevelType.AnchorLevel) // update anchor path
                    {
                        mainSeq.Add((callBack) =>
                        {
                            if (anchor && anchor.gameObject.activeSelf)
                            {
                                anchor.UpdatePath();
                            }
                            WController.CheckResult(false, false);// check shoot result
                            callBack();
                        });
                    }

                    mainSeq.Add((callBack) =>
                    {
                        grid.MoveToVisible(() =>
                        {
                            if (WController.GameResult == GameResult.Win)
                            {
                                detCells = new CellsGroup();
                                detCells.AddRange(grid.GetNotEmptyCells());
                                detCells.FallDownCollect(BubblesShooter.Instance.BubbleScore, null);
                            }
                            WController.CheckResult(false, false);// check shoot result after falldown
                            GoToShootMode();
                            callBack();
                        });
                    });

                    mainSeq.Start();
                }
            }
        }