示例#1
0
        internal void LanguageAdd()
        {
            // Populate the excel data
            GlobalDefinitions.ExcelLib.PopulateInCollection(Base.ExcelPath, "ProfilePage");

            //Explicit wait to click Add new element
            GlobalDefinitions.WaitForElement(GlobalDefinitions.driver, By.XPath("//a[@data-tab='first']"));

            //Click Language tab
            ClickLang.Click();

            GlobalDefinitions.WaitForElement(GlobalDefinitions.driver, By.XPath("//div[contains(text(),'Add New')][1]"));

            //Click Add new
            Addnewlang.Click();

            //Add Language
            AddLang.SendKeys(GlobalDefinitions.ExcelLib.ReadData(2, "Language"));

            //Add Level
            SelectLevel.SendKeys(GlobalDefinitions.ExcelLib.ReadData(2, "Level"));

            //Save Language
            SaveLang.Click();
        }
示例#2
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    public void genTextString(SelectLevel select_level, int action_cost)
    {
        switch(select_level)
        {

            case SelectLevel.Scavenge:
                if(action_cost == -999)
                    display_text = node_data.node_level.ToString() + " " + node_data.node_type.ToString();
                else
                    display_text = node_data.node_level.ToString() + " " + node_data.node_type.ToString() + "\nScavenge Parts\n-" + action_cost + " AP";
                break;

            case SelectLevel.Attack:
                display_text = "Attack Enemy\n-" + action_cost + " AP";
                break;

            case SelectLevel.Travel:

                if(!node_occupier)
                {
                    display_text = hex_data.hex_type.ToString() + "\n" + "-" + action_cost + " AP";
                }
                else
                {
                    display_text = hex_data.hex_type.ToString() + "\n"  + node_data.node_level.ToString() + " " + node_data.node_type.ToString() + "\n-" + action_cost + " AP";
                }
                break;

            case SelectLevel.Disabled:
                display_text = "";
                break;

        }
    }
示例#3
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    IEnumerator StartLoad()
    {
        for (int i = 0; i < ButtonList.GetLength(0); i++)
        {
            Button btn = ButtonList[i];

            if (BtnCounter < MAXLEVEL)
            {
                BtnCounter++;
                SelectLevel slv = btn.GetComponent <SelectLevel>();
                slv.SetLevel(BtnCounter);
                btn.gameObject.SetActive(true);
            }
            else
            {
                btn.gameObject.SetActive(false);
            }
        }

        LoadCounter++;

        if (BtnCounter < MAXLEVEL)
        {
            //yield return null;
        }
        else
        {
            LevelSelectController.FinishedSetup  = true;
            LevelSelectController.needPlayFadeIn = true;
        }

        yield return(new WaitForSeconds(0.1f));
    }
    private GameObject CreateLevelButton(Map mapTarget)
    {
        Transform listTransform = list.transform;

        GameObject btnPreFab = chooseLevelBtnPreFab;

        if (mapTarget.name == DataController.NEW_GAME_KEY)
        {
            btnPreFab = newLevelBtnPreFab;
        }

        GameObject newBtn = Instantiate(btnPreFab);

        newBtn.name = mapTarget.name;
        newBtn.transform.SetParent(listTransform);
        newBtn.transform.localScale = new Vector3(1, 1, 1);

        SelectLevel select_level = newBtn.GetComponent <SelectLevel>();

        select_level.mapTarget             = mapTarget;
        select_level.selectLevelController = this;
        select_level.DefineButtonStatus();

        return(newBtn);
    }
示例#5
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    private void Awake()
    {
        if (ins)
        {
            Destroy(gameObject);
        }
        else
        {
            ins = this;
        }
        int i = 0;

        if (titles != null)
        {
            foreach (string t in titles)
            {
                var btn = Instantiate(chapterPrefab, node.transform).GetComponent <ChapterButton>();
                btn.buttonTitle       = t;
                btn.statusItem        = ChapterButton.StatusItem.NONE;
                btn.backgroundImage   = tilepages[i];
                btn.buttonDescription = desc[i];
                int j = i;
                btn.GetComponent <Button>().onClick.AddListener(delegate
                {
                    preselectedSongName = songNames[j];
                    preenterDialog      = Instantiate(Resources.Load <GameObject>("PreEnter"), GameObject.Find("Canvas").transform);
                    //SceneManager.LoadScene(1);
                });
                ++i;
            }
        }
        DontDestroyOnLoad(this);
    }
示例#6
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 void Awake()
 {
     if (sel == null)
     {
         sel = this;
         DontDestroyOnLoad(gameObject);
     }
 }
示例#7
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    public void levelSelectStarter()
    {
        SelectLevel s = new SelectLevel();

        if (s.getLevelnumber() == 1)
        {
            SceneManager.LoadScene(1);
        }
        else
        {
        }
    }
示例#8
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    private void Awake()
    {
        if (instance == null)
        {
            instance = this;
        }

        if (instance != this)
        {
            Destroy(gameObject);
        }
    }
示例#9
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 protected Field(ICollection<Field> fields, FieldType type, string name, LocalText caption, int size, FieldFlags flags)
 {
     this.name = name;
     expression = "T0." + SqlSyntax.AutoBracket(name);
     this.size = size;
     this.flags = flags;
     this.type = type;
     index = -1;
     minSelectLevel = SelectLevel.Default;
     naturalOrder = 0;
     this.caption = caption;
     if (fields != null)
         fields.Add(this);
 }
示例#10
0
文件: InitUI.cs 项目: ivanik7/shame
    void Start()
    {
        var levels = JsonUtility.FromJson <Levels>(levelsList.text).levels;

        foreach (var level in levels)
        {
            var  button = Instantiate(levelButton, transform);
            Text text   = button.GetComponentInChildren <Text>();
            text.text = $"{level.number}";
            SelectLevel selectLevel = button.GetComponentInChildren <SelectLevel>();
            selectLevel.levelNumber = level.number;
            selectLevel.levelSeed   = level.seed;
            selectLevel.levelLength = level.length;
        }
    }
示例#11
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 protected Field(ICollection <Field> fields, FieldType type, string name, LocalText caption, int size, FieldFlags flags)
 {
     this.name      = name;
     expression     = "T0." + name;
     this.size      = size;
     this.flags     = flags;
     this.type      = type;
     index          = -1;
     minSelectLevel = SelectLevel.Default;
     naturalOrder   = 0;
     this.caption   = caption;
     if (fields != null)
     {
         fields.Add(this);
     }
 }
示例#12
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 // Use this for initialization
 void Start()
 {
     completelv = PlayerPrefs.GetInt("CompleteLv");
     sellv      = (SelectLevel)FindObjectOfType(typeof(SelectLevel));
     sav        = (SaveData)FindObjectOfType(typeof(SaveData));
     PrefabList = Resources.LoadAll <GameObject>("MonsterPrefab");
     respawn    = respawnpoint.GetComponentsInChildren <Transform>();
     for (int x = 0; x < sav.selectmonster.Length; x++)
     {
         if (sav.selectmonster[x] != null)
         {
             int        num = int.Parse(sav.selectmonster[x]) - 1;
             GameObject go  = GameObject.Instantiate(PrefabList[num], respawn[x + 1].position, respawn[x + 1].rotation);
             go.transform.SetParent(Friend);
         }
     }
 }
示例#13
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    // Use this for initialization
    void Start()
    {
        sellv = (SelectLevel)FindObjectOfType(typeof(SelectLevel));
        money = sellv.money;  //設置關卡初始金額
        dat   = (MonsterDatatxt)FindObjectOfType(typeof(MonsterDatatxt));


        pictures       = Resources.LoadAll <Sprite>("Mymonster");
        img            = DragPanel.GetComponentsInChildren <Image>();
        Droptablearray = DropPanel.GetComponentsInChildren <Image>();
        for (int x = 1; x < 7; x++)
        {
            img[x].sprite = pictures[x - 1];
        }
        Remainmoney.text = "餘額:" + money.ToString();
        Abilitytxt.text  = dat.nametxt2[0] + "\n" + dat.abilitxt2[0] + "\n花費:" + dat.cost2[0];
    }
示例#14
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 protected Field(ICollection <Field> fields, FieldType type, string name, LocalText caption, int size, FieldFlags flags)
 {
     this.name        = name;
     expression       = "T0." + SqlSyntax.AutoBracket(name);
     this.size        = size;
     this.flags       = flags;
     this.type        = type;
     index            = -1;
     minSelectLevel   = SelectLevel.Auto;
     naturalOrder     = 0;
     this.caption     = caption;
     customAttributes = Array.Empty <object>();
     if (fields != null)
     {
         fields.Add(this);
     }
 }
示例#15
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    // Update is called once per frame
    void Update()
    {
        if (updateLevels)
        {
            updateLevels = false;
            CountScenes();

            //delete go + clean list
            foreach (GameObject go in levels)
            {
                DestroyImmediate(go);
            }
            levels.Clear();

            for (int i = 0; i < numScenes; i++)
            {
                GameObject go = new GameObject();
                go.name = "level" + (i + 1);
                SpriteRenderer sr = go.AddComponent <SpriteRenderer>();
                sr.sprite = LevelSprites[i];
                go.AddComponent <BoxCollider2D>();
                SelectLevel sl = go.AddComponent <SelectLevel>();
                sl.lockSprite = Stars[6];

                GameObject score = new GameObject();
                score.transform.SetParent(go.transform);
                score.transform.position = new Vector3(0, -4.5f, 0);
                score.name = "level" + (i + 1) + "score";
                score.AddComponent <SpriteRenderer>();
                SetScoreSprite(score, go.name);


                go.transform.position = new Vector3(i * distance, 0, 0);

                levels.Add(go);
            }
        }
    }
示例#16
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        internal void LanguageEdit()
        {
            // Populate the excel data
            GlobalDefinitions.ExcelLib.PopulateInCollection(Base.ExcelPath, "ProfilePage");

            //Click Language tab
            GlobalDefinitions.WaitForElement(GlobalDefinitions.driver, By.XPath("//a[@data-tab='first']"));
            ClickLang.Click();
            EditLang.Click();

            //Add new Language
            AddLang.Clear();
            AddLang.SendKeys(GlobalDefinitions.ExcelLib.ReadData(3, "Language"));

            //Add new Level
            SelectLevel.Click();
            SelectLevel.SendKeys(GlobalDefinitions.ExcelLib.ReadData(3, "Level"));

            //Click update
            UpdateLang.Click();

            GlobalDefinitions.wait(40);
        }
 public MinSelectLevelAttribute(SelectLevel value)
 {
     this.Value = value;
 }
示例#18
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 // public bool levelCilck;
 // Start is called before the first frame update
 void Start()
 {
     //levelCilck = false;
     image    = GetComponent <Image>();
     instance = this;
 }
示例#19
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    private static void UpdateNames(UnityEditor.MenuCommand command)
    {
        SelectLevel context = (SelectLevel)command.context;

        context.scenes = ReadNames();
    }
示例#20
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 public MinSelectLevelAttribute(SelectLevel value)
 {
     this.Value = value;
 }
示例#21
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 void Awake()
 {
     instance = this;
     buttons  = GetComponentsInChildren <Button> ();
     EnableButtons();
 }
示例#22
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 // Use this for initialization
 void Start()
 {
     sel = (SelectLevel)FindObjectOfType(typeof(SelectLevel));
 }