public void HideElements() { foreach (GameObject item in OptionsTable.GetChildren()) { if (!Blueprints.Contains(item)) { UIWidget widget = item.GetOrAddComponent <UIWidget>(); widget.alpha = 0; } } }
public void Adds_Prefix_To_Table_Name() { // Arrange var prefix = Rnd.Str; var expected = $"{prefix}options"; // Act var result = new OptionsTable(prefix).ToString(); // Assert Assert.Equal(expected, result); }
ImmutableArray <HostDiagnosticAnalyzerPackage> CreateHostDiagnosticAnalyzerPackages() { LoadAnalyzerAssemblies(); var builder = ImmutableArray.CreateBuilder <HostDiagnosticAnalyzerPackage> (); var assemblies = ImmutableArray.CreateBuilder <string> (); var options = new OptionsTable(); foreach (var asm in AppDomain.CurrentDomain.GetAssemblies()) { try { var assemblyName = asm.GetName().Name; if (Array.IndexOf(RuntimeEnabledAssemblies, assemblyName) == -1) { switch (assemblyName) { case "ClrHeapAllocationAnalyzer": if (!ClrHeapEnabled) { continue; } #pragma warning disable 162 // Unreachable break; #pragma warning restore 162 //blacklist case "FSharpBinding": continue; //addin assemblies that reference roslyn default: var refAsm = asm.GetReferencedAssemblies(); if (refAsm.Any(a => a.Name == diagnosticAnalyzerAssembly) && refAsm.Any(a => a.Name == "MonoDevelop.Ide")) { break; } continue; } } // Figure out a way to disable E&C analyzers. assemblies.Add(asm.Location); options.ProcessAssembly(asm); } catch (Exception e) { LoggingService.LogError("Error while loading diagnostics in " + asm.FullName, e); } } optionsCompletionSource.SetResult(options); builder.Add(new HostDiagnosticAnalyzerPackage("MonoDevelop", assemblies.AsImmutable())); // Go through all providers return(builder.AsImmutable()); }
public override void OnPanelPop() { foreach (var item in OptionsTable.GetChildren().GetComponent <MenuItemInfo>()) { item.Destroy(); } Controller.Destroy(); MenuPanel.Destroy(); PanelObject_.Destroy(); this.Destroy(); }
public PlayerHUD() : base(new RGBColor(0, 0, 0), 0f) { IsEventApplicable = false; Icons = new IconTab(975, 5, toggleInfoTable, toggleOptions, toggleMinimap); InfoTable = new PlayerInfoTable(); OptionTable = new OptionsTable(); MiniMapView = new MiniMap(950, 60); HealthBar = new StatusBarView(10, 10, 350, 40, "HP", new RGBColor(255, 12, 5)); AddChild(Icons); AddChild(HealthBar); }
public void ResetAnimations() { List <UIExFancyFadeIn> fades = new List <UIExFancyFadeIn>(); foreach (GameObject item in OptionsTable.GetChildren()) { if (!Blueprints.Contains(item)) { UIExFancyFadeIn fade = item.GetOrAddComponent <UIExFancyFadeIn>(); fades.Add(fade); } } Vector2 min = float.MinValue.ToVector2(); Vector2 max = float.MaxValue.ToVector2(); foreach (UIExFancyFadeIn fade in fades) { UIWidget widget = fade.GetComponent <UIWidget>(); Vector2 worldCenter = widget.worldCenter; min = Vector2.Max(min, worldCenter); max = Vector2.Min(max, worldCenter); } foreach (UIExFancyFadeIn fade in fades) { UIWidget widget = fade.GetComponent <UIWidget>(); Vector2 worldCenter = widget.worldCenter; float num = 1 - Mathf.InverseLerp(max.y, min.y, worldCenter.y); fade.offset_ = new Vector3(MenuFade.offset_, 0); fade.duration_ = MenuFade.duration_; fade.delay_ = num * MenuFade.delay_; fade.offset_.x *= -1; fade.initialAlpha_ = 1; widget.alpha = 1; fade.Init(); } }