public static void ForEach <T>(this ICollect input, Action <T> action) { foreach (T i in input) { action(i); } }
public static T First <T>(this ICollect input) { foreach (T i in input) { return(i); } throw new InvalidOperationException("Sequence contains no elements."); }
private void FinishCollectInit() { isCollect = false; collect = null; PlayerInputManage.single.MayMove(); playerAnimation.CancelBusy(); Destroy(slider.gameObject); slider = null; }
public DataFlowMessageHandler( ICollect collect, DataFlowClient dataFlowClient, DataEntryFactory dataEntryFactory) { this.collect = collect; this.dataFlowClient = dataFlowClient; this.dataEntryFactory = dataEntryFactory; }
public DataCollectTest() { this._validShareWithValidPrice = BuildShare(22.2); this._validShareWithMinPrice = BuildShare(-1); this._dataCollectWithMinPrice = new MockDataCollect(_validShareWithMinPrice); this._dataCollectWithValidPrice = new MockDataCollect(_validShareWithValidPrice); this._dataCollectWithValidObject = new MockDataCollect(_validShareWithValidPrice); this._dataCollectWithInvalidObject = new MockDataCollect(null); }
public TroopComponent(int travelTime, List <TroopEntity> troops, int id, Dictionary <Supplies, float> wAmount, Dictionary <Supplies, float> dAmount, ICollect interactingObject, ICollect village) { Troops = troops; TravelTime = travelTime; RaidID = id; _widthrawAmount = wAmount; _depositAmount = dAmount; _interactingObject = interactingObject; _startingLocation = village; }
private void CheckTile(string name, Vector3Int pos) { var newPos = CheckPos(new Vector2(pos.x + 0.5f, pos.y + 2f)); switch (name) { case "Village": { var village = _gameMaster.VillageSystem.GetVillage(pos); var info = village.GetInfo(); _miniUI = Instantiate(_miniUIPrefab, _headupDisplay.transform); _miniUI.GetComponent <UI.MinyUI>().UpdateUI(info); _miniUI.transform.position = newPos; break; } case "Grass": { OpenBuyUI(new KeyValuePair <Supplies, float>(Supplies.Food, 1), pos); break; } case "Mountain": { OpenBuyUI(new KeyValuePair <Supplies, float>(Supplies.Wood, 1), pos); break; } case "Forest": { OpenBuyUI(new KeyValuePair <Supplies, float>(Supplies.Water, 1), pos); break; } case "Lake": { OpenBuyUI(new KeyValuePair <Supplies, float>(Supplies.Stone, 1), pos); break; } default: { var collector = _gameMaster.CollectorSystem.GetCollector(pos); _collector = collector; var produce = collector.GetProduce(); var consume = collector.GetConsume(); _collectorUI = Instantiate(_collectorUIPrefab, _headupDisplay.transform); _collectorUI.GetComponent <CollectorUI>().UpdateUI(produce, consume, this); _collectorUI.transform.position = newPos; break; } } }
public static T[] ToArray <T>(this ICollect input) { var result = new T[input.Count]; for (var i = 0; i < input.Count; i++) { result[i] = (T)input[i]; } return(result); }
public static IEnumerable <T> Where <T>(this ICollect input, Predicate <T> predicate) { foreach (var i in input) { if (i is T t) { if (predicate(t)) { yield return(t); } } } }
/// <summary> /// 检查是否可以交互 /// </summary> private void RayInspect() { RaycastHit[] raycastHit = Physics.SphereCastAll(interactionPosition + transform.position, radius, transform.forward, radius / 2, layer); if (raycastHit.Length >= 1) { interaction = raycastHit[0].collider.GetComponent <IInteractionInterface>(); if (interaction != null) { if (interaction.InteractionType == InteractionType.collect) { collect = interaction as ICollect; HintMessage.Single.ShowMessageText($"{collect.Name}:采集"); } else if (interaction.InteractionType == InteractionType.bulid) { HintMessage.Single.ShowMessageText("Q:销毁\nE:建造"); bulid = interaction as IBulid; } } else { House house = raycastHit[0].collider.GetComponent <House>(); if (house != null) { if (house.houseMenu.gameObject.activeSelf) { if (Input.GetKeyDown(KeyCode.E)) { house.CloseMenu(); } HintMessage.Single.CloseMessageText(); } else { HintMessage.Single.ShowMessageText("E:打开菜单"); if (Input.GetKeyDown(KeyCode.E)) { house.OpenMenu(); } } } } } else { interaction = null; HintMessage.Single.CloseMessageText(); } }
public static bool Contains <T>(this ICollect input, Predicate <T> predicate) { foreach (var i in input) { if (i is T t) { if (predicate(t)) { return(true); } } } return(false); }
private ICollect <int> CreateCollect(ICollect <int> collect, int index, int exp, int count) { Random rnd = new Random(DateTime.Now.Millisecond); for (int i = 0; i < count; i++) { if (i == index) { collect.Add(exp); } else { collect.Add(rnd.Next(int.MaxValue)); } } return(collect); }
private void Explode() { RaycastHit2D[] hits = Physics2D.CircleCastAll(transform.position, m_Range, Vector2.zero); for (int i = 0; i < hits.Length; i++) { IHealth health = hits[i].collider.GetComponent <IHealth>(); if (health != null) { health.OnHit(this.gameObject); } ICollect collect = hits[i].collider.GetComponent <ICollect>(); if (collect != null) { collect.Collect(); } } GameObject go = ResourcesMrg.Instance.Load(ResourcesMrg.ResourceType.Effect, "Explode", isCache: true); go.transform.position = transform.position; Destroy(this.gameObject); }
public HesapController(IUnitOfWork uow, IFactory f, ICollect collect) : base(uow, f, collect) { }
public MessageController(IUnitOfWork uow, IFactory f, ICollect collect) : base(uow, f, collect) { }
public CategoryController(IUnitOfWork uow, IFactory f, ICollect collect) : base(uow, f, collect) { }
public _BaseController(IUnitOfWork uow, IFactory f, ICollect collect) { _uow = uow; _f = f; _collect = collect; }
internal static CollectChainer Collect(this ICollect prev, Column[] values) { return(new CollectChainer((Chainer)prev, values)); }
/// <summary> /// Generates the SELECT statement without the FROM clause returning the result set of the specified values. /// </summary> /// <param name="prev">A predecessor object.</param> /// <param name="firstValue">Is the first value.</param> /// <param name="otherValues">Are the other values.</param> public static CollectChainer Collect(this ICollect prev, Column firstValue, params Column[] otherValues) { return(new CollectChainer((Chainer)prev, Common.MergeArrays(firstValue, otherValues))); }
public void Aftertestsuit() { subject = null; }
public void BeforeTestSuit() { //subject = new Mock<ICollect<int>>(MockBehavior.Strict).Object; subject = new CollectIntRev(); }
public WordsController(ICollect collector, IStorage store) { _collector = collector; _store = store; }
public ProductController(IUnitOfWork uow, IFactory f, ICollect collect, ILogging log) : base(uow, f, collect) { _log = log; }
public void AddGroup(int travelTime, List <TroopEntity> troops, Dictionary <Supplies, float> wAmount, Dictionary <Supplies, float> dAmount, ICollect interactingObject, ICollect village) { var temp = new TroopComponent(travelTime, troops, count, wAmount, dAmount, interactingObject, village); TroopGroup.Add(temp); count = count == int.MaxValue ? 0 : count + 1; }
public SelectionEventArgs(RoutedEvent input, ICollect selection) : base(input) => Selection = selection;