protected void OnSceneGUI() { if (target is IMainRenderableComponent editable) { var position = editable.GetEditorPosition(); var transform = (target as MonoBehaviour).transform; if (transform != null && transform.parent != null) { position = transform.parent.TransformPoint(position); var axis = transform.TransformDirection(-Vector3.up); //Local direction of the gate gameObject is -up var worldScale = 0.5f * Unity.PlayfieldComponent.GlobalScale; var scale = MainComponent.Length * worldScale; Handles.color = Color.white; Handles.DrawWireDisc(position, axis, scale); Color col = Color.grey; col.a = 0.25f; Handles.color = col; Handles.DrawSolidDisc(position, axis, scale); var arrowScale = worldScale * 100.0f; Handles.color = Color.white; Handles.ArrowHandleCap(-1, position, Quaternion.LookRotation(axis), arrowScale, EventType.Repaint); var colliderComponent = MainComponent.GetComponent <GateColliderComponent>(); if (colliderComponent && colliderComponent.TwoWay) { Handles.ArrowHandleCap(-1, position, Quaternion.LookRotation(-axis), arrowScale, EventType.Repaint); } } } }
private void OnSceneGUI() { if (Event.current.type != EventType.Repaint) { return; } Handles.color = Color.cyan; var transform = MainComponent.transform; var localPos = MainComponent.GetEditorPosition(); localPos.z = MainComponent.PositionZ; var worldPos = transform.parent.TransformPoint(localPos); foreach (var coil in MainComponent.Coils) { var from = MainComponent.GetBallCreationPosition().ToUnityVector3(); var l = coil.Speed == 0 ? 1f : 20f * coil.Speed; var dir = new Vector3( l * math.sin(math.radians(coil.Angle)), -l * math.cos(math.radians(coil.Angle)), l * math.sin(math.radians(coil.Inclination)) ); var to = from + dir; var worldDir = transform.TransformDirection(math.normalize(to - from)); var length = coil.Speed == 0 ? 0.1f : coil.Speed / 10f; Handles.ArrowHandleCap(-1, worldPos, Quaternion.LookRotation(worldDir), length, EventType.Repaint); } }
public VpxPrefab(Object prefab, TItem item) { _item = item; GameObject = PrefabUtility.InstantiatePrefab(prefab) as GameObject; GameObject !.name = item.Name; _mainComponent = GameObject.GetComponent <TMainComponent>(); }
public MainWindow() { InitializeComponent(); MainViewModel = new MainComponent(); MainViewModel.MainGroupInstance = MainGroup; mwMain.DataContext = MainViewModel; }
public GamePresenter(MainComponent mainComponent, CreateGame createGame, Guess guess, ScoreService scoreService) { this.mainComponent = mainComponent; this.createGame = createGame; this.guess = guess; this.scoreService = scoreService; }
void OnAddEntity(int entity, int componentId) { MainComponent comp = _world.GetComponent <MainComponent>(entity, componentId); MainComponentItem item = new MainComponentItem(); item.entityid = entity; item.obj = comp; list.Add(item); }
// Use this for initialization void Start() { baseComp = GetComponentInChildren <BaseComponent>(); mainComp = GetComponentInChildren <MainComponent>(); barrelComp = mainComp.gameObject.GetComponentInChildren <BarrelComponent>(); magComp = GetComponentInChildren <MagazineComponent>(); CalculateDamage(); shootCD = mainComp.fireCooldown; }
protected override void Run(string[] args) { #pragma warning disable 612,618 ServicePointManager.CertificatePolicy = new TrustAllCertificatePolicy(); #pragma warning restore 612,618 LoadConfiguration(args); MainComponent = new MainComponent(this); Application.Run(); UnLoadConfiguration(); }
public App() { InitializeComponent(); var mainView = new MainView(); MainPage = new NavigationPage(mainView); var mainViewModel = new MainViewModel(mainView); var appComponents = new AppComponents(MainPage.Navigation, ServiceProvider.Create()); mainComponent = new MainComponent(mainViewModel, appComponents); }
internal void Init(BaseChart chart, MainComponent target, SerializedProperty property, UnityEditor.Editor inspector) { this.chart = chart; this.component = target; this.baseProperty = property; showProperty = baseProperty.FindPropertyRelative("m_Show"); if (showProperty == null) { showProperty = baseProperty.FindPropertyRelative("m_Enable"); } OnEnable(); }
/// <summary> /// コンストラクタ /// </summary> public Game1() { // デバイスマネージャの生成する graphics = new GraphicsDeviceManager(this); mainComponent = new MainComponent(this); // コンテントのディレクトリを"Content"に設定する Content.RootDirectory = "Content"; graphics.PreferredBackBufferWidth = 1280; graphics.PreferredBackBufferHeight = 720; Components.Add(mainComponent); }
private void DrawButton_Click(object sender, RoutedEventArgs e) { Tool.Clear(e, SelectedShapes, ShapesDao, this); RectangleShape s = new RectangleShape(); s.AllowDrop = true; s.Height = 20; s.Width = 20; s.Fill = Brushes.Black; MainComponent m = new MainComponent(s); m.AddType(new TextView()); Board.MainComponent.Childes.Add(m); Tool = new Drawer(m, this); }
public void WhenShowShoppingList_ThenComponentShow() { // Arrange var shoppingListMock = new Mock <IShoppingListComponent>(); appComponentsMock .Setup(m => m.GetShoppingList()) .Returns(shoppingListMock.Object); var viewModel = new MainViewModel(viewMock.Object); var component = new MainComponent(viewModel, appComponentsMock.Object); // Act viewModel.ShowShoppingListCommand.Execute(null); // Assert shoppingListMock.Verify(m => m.Show(It.IsAny <INavigation>()), Times.Once); }
void CreateEditor(MainComponent component, SerializedProperty property, int index = -1) { var settingsType = component.GetType(); Type editorType; if (!m_EditorTypes.TryGetValue(settingsType, out editorType)) { editorType = typeof(MainComponentBaseEditor); } var editor = (MainComponentBaseEditor)Activator.CreateInstance(editorType); editor.Init(chart, component, property, m_BaseEditor); if (index < 0) { m_Editors.Add(editor); } else { m_Editors[index] = editor; } }
public MainWindow() { InitializeComponent(); canvas.EditingMode = InkCanvasEditingMode.None; canvas.MouseDown += new MouseButtonEventHandler(this.Canvas_MouseDown); canvas.MouseMove += new MouseEventHandler(this.Canvas_MouseMove); canvas.MouseUp += new MouseButtonEventHandler(this.Canvas_MouseUp); canvas.RenderTransform = st; SelectButton.Click += SelectButton_Click; DrawButton.Click += DrawButton_Click; LightButton.Click += LightButton_Click; Pen.Click += PenButton_Click; Interprete.Click += InterpreteButton_Click; Tool = new Selector(this); Board = new Board((int)canvas.Height, (int)canvas.Width); MainComponent component2 = new MainComponent(new RectangleShape()); component2.AddType(new AbsoluteLayout()); this.Board.MainComponent = component2; }
public override void OnInspectorGUI() { if (HasErrors()) { return; } BeginEditing(); OnPreInspectorGUI(); //PropertyField(_positionProperty, updateTransforms: true); PropertyField(_surfaceProperty, updateTransforms: true); PropertyField(_bulbSizeProperty, "Bulb Mesh Size", updateTransforms: true); if (_foldoutState = EditorGUILayout.BeginFoldoutHeaderGroup(_foldoutState, "State")) { DropDownProperty("State", _stateProperty, LightStateLabels, LightStateValues); PropertyField(_blinkPatternProperty); PropertyField(_blinkIntervalProperty); PropertyField(_fadeSpeedUpProperty); PropertyField(_fadeSpeedDownProperty); } base.OnInspectorGUI(); EndEditing(); GUILayout.Space(10); if (GUILayout.Button("Select Light Source")) { Selection.objects = MainComponent .GetComponentsInChildren <UnityEngine.Light>() .Select(l => l.gameObject as Object) .ToArray(); } }
public MainWindow() { InitializeComponent(); MainViewModel = new MainComponent(); mwMain.DataContext = MainViewModel; }
internal override void SetComponent(MainComponent component) { this.component = (T)component; }
private void OnRubberSizeUpdated() { var rubberMesh = MainComponent.GetComponentInChildren <FlipperRubberMeshComponent>(true); rubberMesh.gameObject.SetActive(_rubberWidthProperty.floatValue > 0f && _rubberThicknessProperty.floatValue > 0f); }
/// <summary> /// コンストラクタ /// </summary> public IPCReceiver(MainComponent mainComponent, BackgroundMainForm mainForm) { this.mainComponent = mainComponent; this.mainForm = mainForm; }
private void Start() { m_mainComponent = GetComponent <MainComponent>(); }
static MLPTooltipManager() { MainComponent.GenerateTooltips(); MLPLightComponent.GenerateTooltips(); }
protected override void FinishEdit(string label, bool dirtyMesh = true) { base.FinishEdit(label, dirtyMesh); MainComponent.UpdatePosition(); }