示例#1
0
        public void InitESM(NodeAddedEvent e, SingleNode <InputFieldComponent> node)
        {
            ESMComponent component = new ESMComponent();

            node.Entity.AddComponent(component);
            EntityStateMachine esm = component.Esm;

            esm.AddState <InputFieldStates.NormalState>();
            esm.AddState <InputFieldStates.InvalidState>();
            esm.AddState <InputFieldStates.ValidState>();
            esm.AddState <InputFieldStates.AwaitState>();
            esm.ChangeState <InputFieldStates.NormalState>();
        }
        private void ValidateInputAfterChanging(InputFieldComponent input, ESMComponent inputStateESM, InteractivityPrerequisiteESMComponent interactivityPrerequisiteESM, int maxLength)
        {
            string str = input.Input;

            if (string.IsNullOrEmpty(str))
            {
                this.SetNotAcceptableState(interactivityPrerequisiteESM);
            }
            else
            {
                if (str.Length > maxLength)
                {
                    input.Input = str.Remove(maxLength);
                }
                interactivityPrerequisiteESM.Esm.ChangeState <InteractivityPrerequisiteStates.AcceptableState>();
            }
            inputStateESM.Esm.ChangeState <InputFieldStates.NormalState>();
        }
 public void InitPlayButton(NodeAddedEvent e, SingleNode <MainScreenComponent> screen, Optional <ButtonNode> pb)
 {
     if (!pb.IsPresent())
     {
         Entity entity = base.CreateEntity("PlayButtonEntity");
         screen.component.playButton.GetComponent <EntityBehaviour>().BuildEntity(entity);
         ESMComponent component = new ESMComponent();
         entity.AddComponent(component);
         EntityStateMachine esm = component.Esm;
         esm.AddState <PlayButtonStates.NormalState>();
         esm.AddState <PlayButtonStates.SearchingState>();
         esm.AddState <PlayButtonStates.EnteringLobbyState>();
         esm.AddState <PlayButtonStates.MatchBeginTimerState>();
         esm.AddState <PlayButtonStates.NotEnoughtPlayersState>();
         esm.AddState <PlayButtonStates.MatchBeginningState>();
         esm.AddState <PlayButtonStates.CustomBattleState>();
         esm.AddState <PlayButtonStates.StartCustomBattleState>();
         esm.AddState <PlayButtonStates.ReturnToBattleState>();
         esm.AddState <PlayButtonStates.EnergyShareScreenState>();
         esm.ChangeState <PlayButtonStates.NormalState>();
     }
 }
 private void SetInvalidAndNotAccetableState(InputFieldComponent inputField, ESMComponent inputESM, string errorMessage, InteractivityPrerequisiteESMComponent interactivityPrerequisiteESM)
 {
     inputESM.Esm.ChangeState <InputFieldStates.InvalidState>();
     inputField.ErrorMessage = errorMessage;
     this.SetNotAcceptableState(interactivityPrerequisiteESM);
 }