示例#1
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 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));
 }
示例#2
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    protected virtual void Awake()
    {
        IsSelect = _isSelect;
        IsLock   = _isLock;

        _managment = GetComponentInParent <UIObjectManager>();
    }
示例#3
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 public Stage(string name, UInt32 score, StateLock _lock, StateSelect select)
 {
     Name   = name;
     Score  = score;
     Lock   = _lock;
     Select = select;
 }
示例#4
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 public Ship(string name, StateLock _lock, StateSelect select, int cost)
 {
     Name   = name;
     Lock   = _lock;
     Select = select;
     Cost   = cost;
 }
示例#5
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    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;
    }
示例#6
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        public BillingOrderPage ClickStateSelect()
        {
            CustomTestContext.WriteLine("Click state dropdown");
            StateSelect.Click();

            return(this);
        }
示例#7
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 public SelectDrawerInternal(StateSelect <T2UIState> stateSelect,
                             DataSelect <T2Data> dataSelect,
                             params CoreEditorDrawer <T2UIState, T2Data> .IDrawer[] otherDrawers)
 {
     m_SourceDrawers = otherDrawers;
     m_StateSelect   = stateSelect;
     m_DataSelect    = dataSelect;
 }
示例#8
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    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);
    }
示例#11
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    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;
    }