public static IDrawer Select <T2UIState, T2Data>( StateSelect <T2UIState> stateSelect, DataSelect <T2Data> dataSelect, params CoreEditorDrawer <T2UIState, T2Data> .IDrawer[] otherDrawers) { return(new SelectDrawerInternal <T2UIState, T2Data>(stateSelect, dataSelect, otherDrawers)); }
protected virtual void Awake() { IsSelect = _isSelect; IsLock = _isLock; _managment = GetComponentInParent <UIObjectManager>(); }
public Stage(string name, UInt32 score, StateLock _lock, StateSelect select) { Name = name; Score = score; Lock = _lock; Select = select; }
public Ship(string name, StateLock _lock, StateSelect select, int cost) { Name = name; Lock = _lock; Select = select; Cost = cost; }
void Start() { _type = UnitType.Enemy; _isMoving = false; InitAbility(); _players = new List <PlayerBehaviour>(); _playerObjects = GameObject.FindGameObjectsWithTag("Player"); foreach (var player in _playerObjects) { _players.Add(player.GetComponent <PlayerBehaviour>()); } _animator = GetComponent <Animator>(); _stateProcessor = new StateProcessor(); StateIdle = new StateIdle(); //待機状態 StateSelect = new StateSelect(); //選択状態 StateMove = new StateMove(); //移動状態 StateAttack = new StateAttack(); //攻撃状態 StateIntercept = new StateIntercept(); //傍受状態 _stateProcessor.State = StateIdle; StateIdle.execDelegate = IdleUpdate; StateSelect.execDelegate = SelectUpdate; StateMove.execDelegate = MoveUpdate; StateAttack.execDelegate = AttackUpdate; StateIntercept.execDelegate = InterceptUpdate; }
public BillingOrderPage ClickStateSelect() { CustomTestContext.WriteLine("Click state dropdown"); StateSelect.Click(); return(this); }
public SelectDrawerInternal(StateSelect <T2UIState> stateSelect, DataSelect <T2Data> dataSelect, params CoreEditorDrawer <T2UIState, T2Data> .IDrawer[] otherDrawers) { m_SourceDrawers = otherDrawers; m_StateSelect = stateSelect; m_DataSelect = dataSelect; }
private void OnUnSelect() { //Debug.Log("OnUnSelect"); if (_isSelect == StateSelect.SELECT) { IsSelect = StateSelect.UNSELECT; } }
protected void Page_Load(object sender, EventArgs e) { if (!Page.IsPostBack) { //POPULATE COURSE TABLE DataTable dt = new DataTable(); String connString = ConfigurationManager.ConnectionStrings["ConnectionString"].ToString(); SqlConnection conn = new SqlConnection(connString); conn.Open(); string sql = "SELECT CourseID, CourseName, University, State FROM COURSE"; SqlCommand cmd = new SqlCommand(sql, conn); SqlDataAdapter da = new SqlDataAdapter(sql, conn); da.SelectCommand = cmd; da.Fill(dt); tblCourse.DataSource = dt; tblCourse.DataBind(); //POPULATE STATE DROPDOWN sql = "SELECT DISTINCT State FROM Course ORDER BY State ASC"; cmd = new SqlCommand(sql, conn); da = new SqlDataAdapter(sql, conn); da.SelectCommand = cmd; dt.Clear(); da.Fill(dt); StateSelect.DataSource = dt; StateSelect.DataTextField = "State"; StateSelect.DataValueField = "State"; StateSelect.DataBind(); //POPULATE SCHOOL DROPDOWN sql = "SELECT DISTINCT University FROM Course ORDER BY University ASC"; cmd = new SqlCommand(sql, conn); da = new SqlDataAdapter(sql, conn); da.SelectCommand = cmd; dt.Clear(); da.Fill(dt); SchoolSelect.DataSource = dt; SchoolSelect.DataTextField = "University"; SchoolSelect.DataValueField = "University"; SchoolSelect.DataBind(); conn.Close(); } }
// 各ステート実体化 void EachStateOfInstance() { var canvas = GameObject.FindObjectOfType <Canvas> (); var prefab = Resources.Load <GameObject> ("Prefab/RoomScene/Room_Select"); m_selectState = GameObject.Instantiate(prefab, canvas.transform).GetComponent <StateSelect> (); m_selectState.gameObject.SetActive(true); prefab = Resources.Load <GameObject> ("Prefab/RoomScene/Room_NameSet"); m_createState = GameObject.Instantiate(prefab, canvas.transform).GetComponent <StateCreateRoom> (); m_createState.gameObject.SetActive(false); prefab = Resources.Load <GameObject> ("Prefab/RoomScene/Room_NameEnter"); m_joinState = GameObject.Instantiate(prefab, canvas.transform).GetComponent <StateJoinRoom> (); m_joinState.gameObject.SetActive(false); prefab = Resources.Load <GameObject> ("Prefab/RoomScene/Room_Wait"); m_waitState = GameObject.Instantiate(prefab, canvas.transform).GetComponent <StateWait> (); m_waitState.gameObject.SetActive(false); }
void Start() { _type = UnitType.Player; _animator = GetComponent <Animator>(); _menuPanel = GameObject.FindGameObjectWithTag("Panel"); _menuFlag = false; InitAbility(); _stateProcessor = new StateProcessor(); StateIdle = new StateIdle(); //待機状態 StateSelect = new StateSelect(); //選択状態 StateMove = new StateMove(); //移動状態 StateAttack = new StateAttack(); //攻撃状態 StateIntercept = new StateIntercept(); //傍受状態 _stateProcessor.State = StateIdle; StateIdle.execDelegate = IdleUpdate; StateSelect.execDelegate = SelectUpdate; StateMove.execDelegate = MoveUpdate; StateAttack.execDelegate = AttackUpdate; StateIntercept.execDelegate = InterceptUpdate; }