// Make the character flash on and off. If FlashType.Renderer_Disable is // passed in, they will disapper and reappear. When isFlashing is false, this // will return you back to normal (visible or default color). You only // need to pass in your default color when using the Color_Change FlashType. public static void Flashing(this SkinnedMeshRenderer[] mySkinnedMeshes, bool isFlashing, FlashType flashType, Color myDefaultColor = default(Color)) { foreach(SkinnedMeshRenderer myMesh in mySkinnedMeshes) { if(isFlashing) { if(flashType == FlashType.Color_Change) { if(mySkinnedMeshes[0].GetComponent<Renderer>().materials[0].color == myDefaultColor) { foreach(Material mat in myMesh.materials) mat.color = Color.cyan; // My color chosen for invulnerability. } else { foreach(Material mat in myMesh.materials) mat.color = myDefaultColor; } } // Disable or reenable our mesh to be seen based. This makes it // the opposite of what it currently is. else myMesh.enabled = !myMesh.enabled; } else { if(flashType == FlashType.Color_Change) { foreach(Material mat in myMesh.materials) mat.color = myDefaultColor; } else myMesh.enabled = true; } } }
public void Init(Vector2Int id) { tileId = id; meshRenderer = GetComponent <MeshRenderer>(); type = FlashType.None; Visualize(flashRange.min); }
public static void SendIndividualFlashEffect(Mobile e, FlashType flash) { if (e == null || e.NetState == null) { return; } Map map = e.Map; if (map == null) { return; } e.ProcessDelta(); Packet flashEffect = null; NetState state = e.NetState; if (state.Version >= m_FlashEffectVersion) { if (flashEffect == null) { flashEffect = Packet.Acquire(new FlashEffect(flash)); } state.Send(flashEffect); } Packet.Release(flashEffect); }
public void SetFlashSelect(FlashType flashType) { byte flashSel; if (flashType == FlashType.Rom) { flashSel = 0; } else { flashSel = 1; } Console.WriteLine(String.Format("Set FlashSel: {0}", flashSel)); StxEtxMemoryStream stream = new StxEtxMemoryStream(); stream.StartPacket(); stream.WriteByte((byte)Commands.FlashSelect); stream.WriteByte(flashSel); stream.EndPacket(); byte[] bytes = stream.GetBytes(); uint bytesWritten = 0; FT_STATUS status = _Ftdi.Write(bytes, bytes.Length, ref bytesWritten); if (status != FT_STATUS.FT_OK) { throw new Exception("Error writing data (SetFlashSelect)"); } if (bytesWritten != bytes.Length) { throw new Exception("Wrong number of bytes written (SetFlashSelect)"); } }
public static string[] Get(FlashType type) { var array = Messenger.Messages[type].ToArray(); Messenger.Messages[type].Clear(); return(array); }
//Send flash effect to all clients in range (like bolt effect) public static void SendFlashEffect(IEntity e, FlashType flash) { Map map = e.Map; if (map == null) { return; } e.ProcessDelta(); Packet flashEffect = null; IPooledEnumerable eable = map.GetClientsInRange(e.Location); foreach (NetState state in eable) { if (state.Mobile.CanSee(e) && state.Version >= m_FlashEffectVersion) { if (flashEffect == null) { flashEffect = Packet.Acquire(new FlashEffect(flash)); } state.Send(flashEffect); } } Packet.Release(flashEffect); eable.Free(); }
private byte[] readCpuBlock(UInt16 address, int length, FlashType flashType = FlashType.FirstFlash) { var buffer = new byte[4]; buffer[0] = (byte)(address & 0xFF); buffer[1] = (byte)((address >> 8) & 0xFF); buffer[2] = (byte)(length & 0xFF); buffer[3] = (byte)((length >> 8) & 0xFF); cpuReadDone = false; switch (flashType) { case FlashType.FirstFlash: case FlashType.Coolgirl: sendData(Command.COMMAND_PRG_READ_REQUEST, buffer); break; case FlashType.Coolboy: sendData(Command.COMMAND_COOLBOY_READ_REQUEST, buffer); break; } for (int t = 0; t < Timeout; t += 5) { Thread.Sleep(5); if (cpuReadDone) { return(prgRecvData); } } throw new IOException("Read timeout"); }
public void ErasePrgFlash(FlashType flashType = FlashType.FirstFlash) { switch (flashType) { case FlashType.FirstFlash: sendData(Command.COMMAND_PRG_FLASH_ERASE_REQUEST, new byte[0]); break; case FlashType.Coolboy: sendData(Command.COMMAND_COOLBOY_ERASE_REQUEST, new byte[0]); break; case FlashType.Coolgirl: sendData(Command.COMMAND_COOLGIRL_ERASE_SECTOR_REQUEST, new byte[0]); break; } cpuWriteDoneCounter = 0; for (int t = 0; t < Timeout; t += 5) { Thread.Sleep(5); if (cpuWriteDoneCounter != 0) { return; } } throw new IOException("Write timeout"); }
void OnPuzzleFlashTile(object sender, InstantMessageArgs args) { List <TileFlashArgs> flashArgsList = (List <TileFlashArgs>)args.arg; if (flashArgsList != null) { foreach (TileFlashArgs flashArgs in flashArgsList) { if (flashArgs.id.y == tileId.y && flashArgs.id.x == tileId.x) { if (type != FlashType.None) { if (flashCoroutine != null) { StopCoroutine(flashCoroutine); flashCoroutine = null; } Visualize(flashRange.min); } type = flashArgs.type; if (type != FlashType.None) { flashCoroutine = StartCoroutine(Flash()); } break; } } } }
private void AssertHasMessage(FlashType flashType, Number number, string contains) { var typeLocator = LocatorFromType(flashType); var elements = this.Driver.FindElements(By.Id(typeLocator + (int)number)); var exists = string.IsNullOrWhiteSpace(contains) ? elements.Any() : elements.Any(x => x.Text.ToUpper().Contains(contains.ToUpper())); exists.Should().BeTrue("Message {0}{1} '{2}' should be present", typeLocator, (int)number, contains); }
public void Start(FlashType flashType) { if (flashType == FlashType.Total) { return; } Flash[(int)flashType].Start(); }
public FlashEffect(FlashType flashType) : base(0x70, 28) { m_Stream.Write(( byte)4); //effectType m_Stream.Write(( int )0); //fromSerial m_Stream.Write(( int )0); //toSerial m_Stream.Write(( ushort )flashType); //in regular 0x70 ItemID is here m_Stream.Fill(16); }
/// <summary> /// Initializes a new instance of the <see cref="Flash"/> class. /// </summary> /// <param name="manufacturer">The manufacturer.</param> /// <param name="typeReference">The type reference.</param> /// <param name="msrp">The MSRP.</param> /// <param name="type">The type.</param> /// <param name="brightness">The brightness.</param> /// <param name="interface">The interface.</param> /// <param name="focalDistance">The focal distance.</param> /// <param name="redEyeCorrectionEnabled">if set to <c>true</c> [red eye correction enabled].</param> public Flash(Company manufacturer, string typeReference, float msrp, FlashType type, BrightnessLevel brightness, Company @interface, int focalDistance, bool redEyeCorrectionEnabled) : base(manufacturer, typeReference, msrp) { Type = type; Brightness = brightness; Interface = @interface; FocalDistance = focalDistance; RedEyeCorrectionEnabled = redEyeCorrectionEnabled; }
public void Flash(FlashDuration _duration = FlashDuration.Short) { flashType = FlashType.Hard; timeElapsedSinceFlashStart = 0.0f; flashDuration = (float)_duration * 0.01f;; CreateFlashTexture(); textureAlpha = 1.0f; }
public static bool FlashWindow(IntPtr hWnd, FlashType type) { FLASHWINFO fInfo = new FLASHWINFO(); fInfo.cbSize = Convert.ToUInt32(Marshal.SizeOf(fInfo)); fInfo.hwnd = hWnd; //要闪烁的窗口的句柄,该窗口可以是打开的或最小化的 fInfo.dwFlags = (uint)type; //闪烁的类型 fInfo.uCount = 3; //闪烁窗口的次数 fInfo.dwTimeout = 0; //窗口闪烁的频度,毫秒为单位;若该值为0,则为默认图标的闪烁频度 return(FlashWindowEx(ref fInfo)); }
public byte[] ReadCpu(UInt16 address, int length, FlashType flashType = FlashType.FirstFlash) { var result = new List <byte>(); while (length > 0) { result.AddRange(readCpuBlock(address, Math.Min(MaxReadPacketSize, length), flashType)); address += MaxReadPacketSize; length -= MaxReadPacketSize; } return(result.ToArray()); }
/// <summary> /// Adds a new flash message with optional message type. /// </summary> public void Message(string text, FlashType type) { var messages = GetMessages(); messages.Enqueue(new FlashMessage { Type = type, Text = text }); PutMessages(messages); }
public void PlayScreenFlash(FlashType flashType, Color color, float duration, int loops = 1) { switch (flashType) { case FlashType.Background: Instance.BackgroundFlashEffectCtrl.StartFlashEffect(color, duration, loops); break; case FlashType.Foreground: Instance.ForegroundFlashEffectCtrl.StartFlashEffect(color, duration, loops); break; } }
void CheckDirection(float opacity, float maxOpacity) { //going toward 1, switches to going toward 0 if (flash == FlashType.fIn && opacity >= (maxOpacity - 0.1f)) { flash = FlashType.fOut; } //going toward 0, switches to going toward 1 else if (flash == FlashType.fOut && opacity <= (minOpacity + 0.1f)) { flash = FlashType.fIn; } }
protected override bool IsValidPeriod(int periodCounter) { if (periodCounter < flashCount * 2) { return(true); } else { type = FlashType.None; GlobalManager.MInstantMessage.DeliverMessage(InstantMessageType.PuzzleTileFlashed, this); return(false); } }
public FxLight(string[] tokens) : base(tokens) { Corona = tokens[9].Replace("\"", ""); Shadow = tokens[10].Replace("\"", ""); Distance = float.Parse(tokens[11]); OuterRange = float.Parse(tokens[12]); Size = float.Parse(tokens[13]); InnerRange = float.Parse(tokens[14]); ShadowIntensity = byte.Parse(tokens[15]) / 255f; Flash = (FlashType)int.Parse(tokens[16]); Wet = int.Parse(tokens[17]) == 1; Flares = int.Parse(tokens[18]) == 1; }
public static void Flash(this Form window, FlashType type = FlashType.FLASHW_TIMERNOFG | FlashType.FLASHW_ALL, UInt32 count = UInt32.MaxValue) { window.Invoke(new MethodInvoker(delegate { FLASHWINFO fw = new FLASHWINFO(); fw.cbSize = Convert.ToUInt32(Marshal.SizeOf(typeof(FLASHWINFO))); fw.hwnd = window.Handle; fw.dwFlags = (Int32)type; fw.uCount = count; FlashWindowEx(ref fw); })); }
/* * private IEntity ReadEntity( GenericReader reader ) * { * return World.FindEntity( reader.ReadInt() ); * } */ public override void Deserialize(GenericReader reader) { base.Deserialize(reader); int version = reader.ReadInt(); switch (version) { case 1: { m_FlashType = (FlashType)reader.ReadEncodedInt(); goto case 0; } case 0: { m_EffectDelay = reader.ReadTimeSpan(); m_TriggerDelay = reader.ReadTimeSpan(); m_SoundDelay = reader.ReadTimeSpan(); m_Source = reader.ReadEntity(); m_Target = reader.ReadEntity(); m_Trigger = reader.ReadItem() as EffectController; m_FixedDirection = reader.ReadBool(); m_Explodes = reader.ReadBool(); m_PlaySoundAtTrigger = reader.ReadBool(); m_EffectType = (ECEffectType)reader.ReadEncodedInt(); m_EffectLayer = (EffectLayer)reader.ReadEncodedInt(); m_TriggerType = (EffectTriggerType)reader.ReadEncodedInt(); m_ItemID = reader.ReadEncodedInt(); m_Hue = reader.ReadEncodedInt(); m_RenderMode = reader.ReadEncodedInt(); m_Speed = reader.ReadEncodedInt(); m_Duration = reader.ReadEncodedInt(); m_ParticleEffect = reader.ReadEncodedInt(); m_ExplodeParticleEffect = reader.ReadEncodedInt(); m_ExplodeSound = reader.ReadEncodedInt(); m_Unknown = reader.ReadEncodedInt(); m_SoundID = reader.ReadEncodedInt(); m_TriggerRange = reader.ReadEncodedInt(); break; } } }
/// <summary> /// 闪烁窗口 /// </summary> /// <param name="hWnd">窗口句柄</param> /// <param name="type">闪烁类型</param> /// <returns></returns> public static bool FlashWindowEx(System.Windows.Window win, FlashType type) { //if (win.IsActive) // return false; WindowInteropHelper hWnd = new WindowInteropHelper(win); FLASHWINFO fInfo = new FLASHWINFO(); fInfo.cbSize = Convert.ToUInt32(Marshal.SizeOf(fInfo)); fInfo.hwnd = hWnd.Handle; //要闪烁的窗口的句柄,该窗口可以是打开的或最小化的 fInfo.dwFlags = (uint)type; //闪烁的类型 fInfo.uCount = UInt32.MaxValue; //闪烁窗口的次数 fInfo.dwTimeout = 0; //窗口闪烁的频度,毫秒为单位;若该值为0,则为默认图标的闪烁频度 return(FlashWindowEx(ref fInfo)); }
private string LocatorFromType(FlashType flashType) { switch (flashType) { case FlashType.Info: return(FlashHelpers.Info); case FlashType.Warning: return(FlashHelpers.Warning); case FlashType.Error: return(FlashHelpers.Error); } throw new ArgumentException(); }
public void switchOn(FlashType type) { switch(type) { case FlashType.Red: { switchOnRed(); return; } case FlashType.Yellow: { switchOnYellow(); return; } case FlashType.Green: { switchOnGreen(); return; } } }
public Flash(FlashType type, int capasity) { switch (type) { case FlashType.f30: wRSpeed = 500; break; case FlashType.f31: wRSpeed = 1000; break; case FlashType.f32: wRSpeed = 1200; break; } this.capasity = capasity; }
public void switchOn(FlashType type) { switch (type) { case FlashType.Red: { switchOnRed(); return; } case FlashType.Yellow: { switchOnYellow(); return; } case FlashType.Green: { switchOnGreen(); return; } } }
public IEnumerator ShowFlash(FlashType type) { FlashPanel.SetActive(true); switch (type) { case FlashType.GetDamage: Flash.color = new Color(GetDamageFlashColor.r, GetDamageFlashColor.g, GetDamageFlashColor.b, 0); break; case FlashType.Intoxication: Flash.color = new Color(IntoxicationFlashColor.r, IntoxicationFlashColor.g, IntoxicationFlashColor.b, 0); break; } TweenAlpha.Begin(Flash.gameObject, 0.3f, 0.6f); yield return(new WaitForSeconds(0.4f)); TweenAlpha.Begin(Flash.gameObject, 0.3f, 0.0f); yield return(new WaitForSeconds(0.3f)); FlashPanel.SetActive(false); }
public void WritePrgFlash(UInt16 address, byte[] data, FlashType flashType = FlashType.FirstFlash, bool accelerated = false) { int wlength = data.Length; int pos = 0; int writeCounter = 0; cpuWriteDoneCounter = 0; while (wlength > 0) { var wdata = new byte[Math.Min(MaxWritePacketSize, wlength)]; Array.Copy(data, pos, wdata, 0, wdata.Length); if (containsNotFF(data)) { writePrgFlashBlock(address, wdata, !accelerated, flashType); writeCounter++; if (accelerated) { Thread.Sleep(40); } } address += MaxWritePacketSize; pos += MaxWritePacketSize; wlength -= MaxWritePacketSize; //Console.WriteLine("{0} / {1}", writeCounter, prgWriteDoneCounter); } if (accelerated) { for (int t = 0; t < Timeout; t += 5) { Thread.Sleep(5); if (cpuWriteDoneCounter >= writeCounter) { return; } } throw new IOException("Write timeout"); } }
public FlashEffect( FlashType flashType ) : base( 0x70, 28 ) { m_Stream.Write( (byte) 4 ); //effectType m_Stream.Write( (int) 0 ); //fromSerial m_Stream.Write( (int) 0 ); //toSerial m_Stream.Write( (ushort) flashType ); //in regular 0x70 ItemID is here m_Stream.Fill( 16 ); /* all this properties below are not used in Flash m_Stream.Write( ( short )0 );//fromX m_Stream.Write( ( short )0 );//fromY m_Stream.Write( ( sbyte )0 );//fromZ m_Stream.Write( ( short )0 );//toX m_Stream.Write( ( short )0 );//toY m_Stream.Write( ( sbyte )0 );//toZ m_Stream.Write( ( byte )0 );//speed m_Stream.Write( ( byte )0 );//duration m_Stream.Write( ( short )0 ); m_Stream.Write( ( bool )0 );//fixeddirection m_Stream.Write( ( bool )0 );//explodes */ }
public FlashEffect(FlashType flashType) : base(0x70, 28) { m_Stream.Write((byte)4); //effectType m_Stream.Write((int)0); //fromSerial m_Stream.Write((int)0); //toSerial m_Stream.Write((ushort)flashType); //in regular 0x70 ItemID is here m_Stream.Fill(16); /* all this properties below are not used in Flash * m_Stream.Write( ( short )0 );//fromX * m_Stream.Write( ( short )0 );//fromY * m_Stream.Write( ( sbyte )0 );//fromZ * m_Stream.Write( ( short )0 );//toX * m_Stream.Write( ( short )0 );//toY * m_Stream.Write( ( sbyte )0 );//toZ * m_Stream.Write( ( byte )0 );//speed * m_Stream.Write( ( byte )0 );//duration * m_Stream.Write( ( short )0 ); * m_Stream.Write( ( bool )0 );//fixeddirection * m_Stream.Write( ( bool )0 );//explodes */ }
static string GetCssClassFor(FlashType type) { switch (type) { case FlashType.Error: return "alert alert-error"; case FlashType.Notice: return "alert"; case FlashType.Info: return "alert alert-info"; case FlashType.Success: return "alert alert-success"; default: return "flashInfo"; } }
/// <summary> /// Pass a certain key to the view to signify certain message intention. It's up to the view to decide what string to display /// </summary> /// <param name="self"></param> /// <param name="key"></param> /// <param name="type"></param> public static void FlashKey(this Controller self, string key, FlashType type = FlashType.Notice) { Flash(self, type, key, ""); }
/// <summary> /// Interrogate whether a certain flash type exists /// </summary> /// <param name="self"></param> /// <param name="type"></param> /// <param name="key"></param> /// <returns></returns> public static bool IfFlash(this WebViewPage self, FlashType type, string key = null) { var tmpData = self.TempData["FlashMessage_" + key]; var tmpType = self.TempData["FlashMessageType_" + key]; if (tmpData != null) { FlashType tp; if (Enum.TryParse(tmpType + "", out tp)) { return tp == type; } else return false; } else return false; }
/// <summary> /// The set flash. /// </summary> /// <param name="message"> /// The message. /// </param> /// <param name="type"> /// The type. /// </param> protected void SetFlash(string message, FlashType type) { this.Session["flash"] = new Flash(message, type); }
private string LocatorFromType(FlashType flashType) { switch (flashType) { case FlashType.Info: return FlashHelpers.Info; case FlashType.Warning: return FlashHelpers.Warning; case FlashType.Error: return FlashHelpers.Error; } throw new ArgumentException(); }
//Send flash effect to all clients in range (like bolt effect) public static void SendFlashEffect( IEntity e, FlashType flash ) { Map map = e.Map; if ( map == null ) return; e.ProcessDelta(); Packet flashEffect = null; IPooledEnumerable eable = map.GetClientsInRange( e.Location ); foreach ( NetState state in eable ) { if ( state.Mobile.CanSee( e ) && state.Version >= m_FlashEffectVersion ) { if ( flashEffect == null ) flashEffect = Packet.Acquire( new FlashEffect( flash ) ); state.Send( flashEffect ); } } Packet.Release( flashEffect ); eable.Free(); }
public static void SendIndividualFlashEffect(Mobile e, FlashType flash) { if (e == null || e.NetState == null) return; Map map = e.Map; if (map == null) return; e.ProcessDelta(); Packet flashEffect = null; NetState state = e.NetState; if (state.Version >= m_FlashEffectVersion) { if (flashEffect == null) flashEffect = Packet.Acquire(new FlashEffect(flash)); state.Send(flashEffect); } Packet.Release(flashEffect); }
void Update () { // Easy access to our state info. Many scripts use this. BaseStateInfo = anim.GetCurrentAnimatorStateInfo (0); BaseNextStateInfo = anim.GetNextAnimatorStateInfo (0); // Keep our stun amount clamped to certain values while slowly decreasing // it if it is over 0. _stunAmount = Mathf.Clamp (_stunAmount - 0.25f * Time.deltaTime, 0, 8.5f); // If we are currently changing color or flashing in some way. if(_matOrFlashChange) { if(_matOrFlashChangeTimer > 0) _matOrFlashChangeTimer -= Time.deltaTime; else { _matOrFlashChangeTimer = 0; _matOrFlashChange = false; if(IsEnemy || anim.GetInteger("Health") > 0 || playerLives > 0) { // I just use this one to end color changing and flashing. mySkinnedMeshes.Flashing(false, _myFlashType, _myDefaultColor); _myFlashType = FlashType.None; if(anim.GetInteger("Health") > 0) Vulnerable = true; } else { // We flash after dieing so if health isn't greater than 0 // here, then we have lost our last life and get disabled. // This is only done when there is more than one player // remaining. gameObject.SetActive(false); } } } else { // In case the skinned mesh renderers for some reason don't get // reenabled. I only noticed this for Unity guy since he doesn't // have a ragdoll. It happened randomly but this will fix it. if(!mySkinnedMeshes[mySkinnedMeshes.Length - 1].enabled && anim.GetInteger("Health") > 0 && !Busy) { mySkinnedMeshes.Flashing(false, _myFlashType, _myDefaultColor); _myFlashType = FlashType.None; } } // Return if in a cutscene. if(Manager_Cutscene.instance.inCutscene) return; if(!anim.IsInTransition(0)) { if(BaseStateInfo.IsTag("NotBusy")) { // Here is where we randomly go into another Idle animation when // in idle long enough. Can't be done with low health // which is shown when layer(1)'s weight is set to 1. if(BaseStateInfo.IsName("Idle")) { if(anim.GetLayerWeight(1) == 0) { if(BaseStateInfo.IsName("Idle")) { // After the animation has ended for a while. if(BaseStateInfo.normalizedTime > Random.Range(1.5f, 2.5f)) anim.CrossFade("Idle_2", 0.2f); } } } } // Air evade attemption! If we are hurt we wait until most of the animation has finished (> 0.6f) if(!_charMotor.onGround && myRigidbody.velocity.y < 2.5f && Vulnerable && ((BaseStateInfo.IsTag("Hurt") && anim.GetInteger("HurtOther") < 2 && BaseStateInfo.normalizedTime > 0.6f) || BaseStateInfo.IsTag("NotBusy"))) { bool escaped = false; if(AIOn || IsEnemy) { escaped = _characterAI.AttemptAirEvade(); } else { escaped = _playerInput.enabled ? _playerInput.AttemptAirEvade() : _playerInputMobile.AttemptAirEvade(); } if(escaped) { // We will go into a dodge animation, either left or right. if(Random.value > 0.5f) anim.CrossFade("Dodging.DodgeRight", 0.1f); else anim.CrossFade("Dodging.DodgeLeft", 0.1f); } } } }
// Flashing setup. You can choose to flash a certain color, or disable // and reenable your skinned mesh renderers. void StartFlash(float delay, float repeatRate, float flashLength, FlashType myFlashType) { // When this timer reaches 0 in update, the flashing will end and // you will be vulnerable again. _matOrFlashChangeTimer = flashLength; _myFlashType = myFlashType; _matOrFlashChange = true; // This will keep going for as long as you specified for flash length. InvokeRepeating ("FlashEffect", delay, repeatRate); }
public static string[] Get(FlashType type) { var array = Messenger.Messages[type].ToArray(); Messenger.Messages[type].Clear(); return array; }
/// <summary> /// Setting a flash that will be show on the next request. /// </summary> protected void SetFlash(string message, FlashType type) { // BUG Flash must be saved in 2 seperate sessions and can be saved a object. this.Session["flash"] = message; this.Session["type"] = type.ToString().ToLower(); }
public FlashEffect( FlashType flashType ) : base(0x70, 28) { m_Stream.Write( (byte) 4 ); // EffectType m_Stream.Write( (int) 0 ); m_Stream.Write( (int) 0 ); m_Stream.Write( (ushort) flashType ); m_Stream.Fill( 16 ); }
public void AssertHasAdditionalMessage(FlashType flashType = FlashType.Info) { this.AssertHasMessage(flashType, Number.Four, "ADDITIONAL MESSAGES EXIST BUT HAVE BEEN SUPPRESSED."); }
/// <summary> /// Enable flash message in three different types and specific key channel on which it will be displayed /// </summary> /// <param name="self"></param> /// <param name="type"></param> /// <param name="key"></param> /// <param name="message"></param> /// <param name="values"></param> public static void Flash(this Controller self, FlashType type, string key, string message, params object[] values) { self.TempData["FlashMessage_" + key] = message.F(values); self.TempData["FlashMessageType_" + key] = type.ToString(); }
/// <summary> /// Initializes a new instance of the <see cref="Flash"/> class. /// </summary> /// <param name="message"> /// The message. /// </param> /// <param name="type"> /// The type. /// </param> public Flash(string message, FlashType type) { this.Message = message; this.Type = type; }
/// <summary> /// Show the flash message in general channel or specific channel. The output uses .flashError, .flashNotice and .flashSuccess css class. If key is found, show message. /// </summary> /// <param name="self"></param> /// <param name="key"></param> /// <param name="message"></param> /// <returns></returns> public static IHtmlString Flash(this WebViewPage self, string key, string message, FlashType type) { var tmpData = self.TempData["FlashMessage_" + key];//ignore var flush = self.TempData["FlashMessageType_" + key]; //ignore if (tmpData != null) { string cssClass = GetCssClassFor(type); return @"<div class=""{0}"">{1}</div>".F(cssClass, message).ToHtmlString(); } else return "".ToHtmlString(); }
public static IHtmlString FlashFormat(this WebViewPage self, string message, FlashType type) { string cssClass = GetCssClassFor(type); return @"<div class=""{0}"">{1}</div>".F(cssClass, message).ToHtmlString(); }
private void OnFlashComplete() { textureAlpha = 0.0f; GUI.color = new Color(255, 255, 255, textureAlpha); flashType = FlashType.None; }
/// <summary> /// Enable flash message in three different types. /// </summary> /// <param name="self"></param> /// <param name="type"></param> /// <param name="message"></param> /// <param name="values"></param> public static void Flash(this Controller self, FlashType type, string message, params object[] values) { Flash(self, type, "", message, values); }
/* private IEntity ReadEntity( GenericReader reader ) { return World.FindEntity( reader.ReadInt() ); } */ public override void Deserialize( GenericReader reader ) { base.Deserialize( reader ); int version = reader.ReadInt(); switch ( version ) { case 1: { m_FlashType = (FlashType)reader.ReadEncodedInt(); goto case 0; } case 0: { m_EffectDelay = reader.ReadTimeSpan(); m_TriggerDelay = reader.ReadTimeSpan(); m_SoundDelay = reader.ReadTimeSpan(); m_Source = reader.ReadEntity(); m_Target = reader.ReadEntity(); m_Trigger = reader.ReadItem() as EffectController; m_FixedDirection = reader.ReadBool(); m_Explodes = reader.ReadBool(); m_PlaySoundAtTrigger = reader.ReadBool(); m_EffectType = (ECEffectType)reader.ReadEncodedInt(); m_EffectLayer = (EffectLayer)reader.ReadEncodedInt(); m_TriggerType = (EffectTriggerType)reader.ReadEncodedInt(); m_ItemID = reader.ReadEncodedInt(); m_Hue = reader.ReadEncodedInt(); m_RenderMode = reader.ReadEncodedInt(); m_Speed = reader.ReadEncodedInt(); m_Duration = reader.ReadEncodedInt(); m_ParticleEffect = reader.ReadEncodedInt(); m_ExplodeParticleEffect = reader.ReadEncodedInt(); m_ExplodeSound = reader.ReadEncodedInt(); m_Unknown = reader.ReadEncodedInt(); m_SoundID = reader.ReadEncodedInt(); m_TriggerRange = reader.ReadEncodedInt(); break; } } }
public static IHtmlString FlashFormat(this ViewUserControl self, bool condition, string message, FlashType type) { if (condition) { string cssClass = GetCssClassFor(type); return @"<div class=""{0}"">{1}</div>".F(cssClass, message).ToHtmlString(); } else return "".ToHtmlString(); }
private void writePrgFlashBlock(UInt16 address, byte[] data, bool wait = true, FlashType flashType = FlashType.FirstFlash) { //Console.WriteLine("{0:X8}", address); int length = data.Length; var buffer = new byte[4 + length]; buffer[0] = (byte)(address & 0xFF); buffer[1] = (byte)((address >> 8) & 0xFF); buffer[2] = (byte)(length & 0xFF); buffer[3] = (byte)((length >> 8) & 0xFF); Array.Copy(data, 0, buffer, 4, length); if (wait) { cpuWriteDoneCounter = 0; } switch (flashType) { case FlashType.FirstFlash: sendData(Command.COMMAND_PRG_FLASH_WRITE_REQUEST, buffer); break; case FlashType.Coolboy: sendData(Command.COMMAND_COOLBOY_WRITE_REQUEST, buffer); break; case FlashType.Coolgirl: sendData(Command.COMMAND_COOLGIRL_WRITE_REQUEST, buffer); break; } if (wait) { for (int t = 0; t < Timeout; t += 5) { Thread.Sleep(5); if (cpuWriteDoneCounter != 0) { return; } } throw new IOException("Write timeout"); } }
public static int Count(FlashType type) { return Messenger.Messages[type].Count; }
public static void Add(string message, FlashType type) { Messenger.Messages[type].Enqueue(message); }
// Setup for changing color. I make the character change to a light blue // when they aren't vulnerable to show that. public void StartMaterialColorChange(float timeToChangeFor, ColorChangeTypes colorType) { // When this timer reaches 0, we will go back to our normal color // and be vulnerable again. _matOrFlashChangeTimer = timeToChangeFor; _matOrFlashChange = true; _myFlashType = FlashType.Color_Change; // Check MyExtensionMethods to see this method. mySkinnedMeshes.MaterialColorChange (colorType, _myDefaultColor, colorType == ColorChangeTypes.Is_Vulnerable && Vulnerable); }