// // Returns a list of review groups from the given server // public static ReviewGroup[] GetReviewGroups(string workingDirectory, string server, string username, string password, Logging logger) { // Build up the command string commandOptions = string.Format(@"api-get --server {0} /groups/", server); string rbtPath = RB_Tools.Shared.Targets.Reviewboard.Path(); // Update process logger.Log("Getting review groups"); logger.Log("* Calling {0} {1}", rbtPath, commandOptions); // Run the process Process.Output output = Process.Start(workingDirectory, rbtPath, commandOptions); // Throw to return the error if (string.IsNullOrWhiteSpace(output.StdErr) == false) { logger.Log("Error encountered when getting review groups\n\n{0}", output.StdErr); throw new ApplicationException(output.StdErr); } // Get the list we'll add out review groups to var returnedGroups = new[] { new { display_name = "", name = "" } }.ToList(); // Parse the results of the operation JObject parsedJson = JObject.Parse(output.StdOut); IList <JToken> results = parsedJson["groups"].Children().ToList(); // Pull out our groups and put them in our list foreach (JToken result in results) { // Add it to the list var anonObject = returnedGroups.ElementAt(0); var searchResult = JsonConvert.DeserializeAnonymousType(result.ToString(), anonObject); returnedGroups.Add(searchResult); logger.Log(" * Found group - {0} : {1}", searchResult.display_name, searchResult.name); } // Remove the dummy entry returnedGroups.RemoveAt(0); // Build up the list to return ReviewGroup[] groups = new ReviewGroup[returnedGroups.Count]; for (int i = 0; i < groups.Length; ++i) { var thisGroup = returnedGroups.ElementAt(i); groups[i] = new ReviewGroup(thisGroup.display_name, thisGroup.name); } // Return the list of groups logger.Log(" * Found {0} groups", groups.Length); return(groups); }
/// <summary> /// Event handler triggered whenever the update action of the review group changes /// </summary> /// <param name="group"> /// Group whose update action changed. /// </param> private void OnGroupUpdateActionChanged(ReviewGroup group) { bool enabled = !(group.UpdateAction == UpdateAction.Replay || (group.UpdateAction == UpdateAction.None && !EnableOnNone)); foreach (Component c in Registry) { if (c.GetType().IsSubclassOf(typeof(Collider))) ;//((Collider)c).enabled = enabled; else if (c.GetType().IsSubclassOf(typeof(Behaviour))) ((Behaviour)c).enabled = enabled; } }
public List <double> GetRatingPercentages(List <Review> reviews) { var RatingPercentages = from Review in reviews group Review by Review.StarRating into ReviewGroup orderby ReviewGroup.Key select Math.Round(ReviewGroup.ToList().Count / (double)reviews.Count * 100.0, 0); List <double> Percentages = RatingPercentages.ToList(); //If movie has no reviews for one or more ratingstars insert 0 value for missing ratingstar review //(to avoid displaying ratingpercentage at wrong ratingstar) //Add missing review(s) after linq query to avoid added review being taken in total percentage for (int i = 0; i < 5; i++) { if (!reviews.Exists(x => x.StarRating == i + 1)) { Percentages.Insert(i, 0); } } return(Percentages); }
/** * Called before the script's update methods are called for the first time, * should be used to initialize the behavior. */ private void Start() { // retrieve gui controls m_recordTimeline = GameObject.Find("RecordTimeline").GetComponent<AARRGuiProgressBar>(); m_replayTimeline = GameObject.Find("ReplayTimeline").GetComponent<AARRGuiProgressBar>(); m_recordButton = GameObject.Find("RecordButton").GetComponent<newRecordButton>(); m_playButton = GameObject.Find("PlayButton").GetComponent<newPlayButton>(); m_pauseButton = GameObject.Find("PauseButton").GetComponent<newPauseButton>(); // set up review group m_group = ReviewSystem.Instance.GetGroup(GroupName); m_group.UpdateTrigger = UpdateTrigger.OnUpdate; // commenting this line as (version 1.0.745 does not support this) //m_group.PlaybackEvent += OnReplayFinished; // retrieve recorded objects m_player = GameObject.Find("Player"); m_camera = GameObject.Find("Camera"); // initiallly set the player to a disabled state SetPlayerEnabled(false); // set initial state SetReviewState(ReviewState.None); }