Inheritance: MonoBehaviour
        /*
         * Add Order Time
         **/

        async Task AddOrderBudget()
        {
            pagetype             = PageType.AddBudgetOrder;
            backButton.IsVisible = true;
            scroll.Margin        = new Thickness(10, 10, 10, 10);

            bottomButton.IsVisible = true;
            bottomButton.IsEnabled = true;
            bottomButton.Text      = "Сохранить";

            Label title = new Label();

            title.Text      = "Указать бюджет";
            title.FontSize  = Device.GetNamedSize(NamedSize.Large, typeof(Label));
            title.TextColor = Color.FromHex("#66C7F4");
            title.Margin    = new Thickness(10, 10, 10, 10);
            content.Children.Add(title);

            InputTextViewer input = new InputTextViewer();

            input.SetData(InputTextViewerType.Budget);
            content.Children.Add(input);

            ToggleUI toggle = new ToggleUI();

            content.Children.Add(toggle);
        }
示例#2
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    public void FillSettingsDisplayWithPlayerPrefs()
    {
        for (int i = 0; i < menuCategories.Count; i++)
        {
            GameObject[] i_settingsRef = menuCategories[i].GetComponent <SettingsMenuOrganizer>().childrenObjects;

            for (int j = 0; j < i_settingsRef.Length; j++)
            {
                UIBehaviour i_thisSetting = i_settingsRef[j].GetComponent <UIBehaviour>();

                if (i_thisSetting is SliderUI)
                {
                    SliderUI i_sliderRef = i_thisSetting as SliderUI;
                    int      value       = Mathf.RoundToInt(PlayerPrefs.GetFloat("REU_" + i_sliderRef.name, i_sliderRef.defaultValue));
                    i_sliderRef.ForceModifyValue(value);
                }
                else if (i_thisSetting is MultichoiceUI)
                {
                    MultichoiceUI i_multiChoiceRef = i_thisSetting as MultichoiceUI;

                    i_multiChoiceRef.ForceModifyValue(PlayerPrefs.GetInt("REU_" + i_multiChoiceRef.name, i_multiChoiceRef.defaultValue));
                }
                else if (i_thisSetting is ToggleUI)
                {
                    ToggleUI i_toggleRef = i_thisSetting as ToggleUI;

                    i_toggleRef.ForceModifyValue(SwissArmyKnife.ConvertPlayerPrefStringAsBool(PlayerPrefs.GetString("REU_" + i_toggleRef.name, i_toggleRef.defaultValueIsYes? "true":"false")));
                }
            }
        }
    }
示例#3
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    private void Start()
    {
        npcDialogueText = GetComponent <NPCLoadDialogueText>();
        NPCButton       = GetComponent <NPCSetButton>();

        ui = FindObjectOfType <ToggleUI>();

        dialogueText.text = "";
    }
示例#4
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    protected void getComponents()
    {
        NPCDialogueTextLoader = GetComponent <NPCLoadDialogueText>();
        npcShowDialogueText   = GetComponent <NPCShowDialogueText>();
        npcLookAtObject       = GetComponent <NPCLookAtObject>();

        rigid = GetComponent <Rigidbody>();

        player = GameObject.FindGameObjectWithTag(TagList.Player);

        ui = GameObject.FindObjectOfType <ToggleUI>();

        NPCDialogueTextLoader.loadDialogueText(LoadXML.LoadLocalFile("XML/npc_dialogue"));
    }
示例#5
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    void CheckDefaultValueOrNot()
    {
        for (int i = 0; i < menuCategories.Count; i++)
        {
            GameObject[] i_settingsRef = menuCategories[i].GetComponent <SettingsMenuOrganizer>().childrenObjects;

            for (int j = 0; j < i_settingsRef.Length; j++)
            {
                UIBehaviour i_thisSetting = i_settingsRef[j].GetComponent <UIBehaviour>();

                if (i_thisSetting is SliderUI)
                {
                    SliderUI i_sliderRef = i_thisSetting as SliderUI;
                    if (i_sliderRef.currentValue != i_sliderRef.defaultValue)
                    {
                        i_sliderRef.ToggleChangeIcon(true);
                    }
                    else
                    {
                        i_sliderRef.ToggleChangeIcon(false);
                    }
                }
                else if (i_thisSetting is MultichoiceUI)
                {
                    MultichoiceUI i_multiChoiceRef = i_thisSetting as MultichoiceUI;
                    if (i_multiChoiceRef.selectedChoiceIndex != i_multiChoiceRef.defaultValue)
                    {
                        i_multiChoiceRef.ToggleChangeIcon(true);
                    }
                    else
                    {
                        i_multiChoiceRef.ToggleChangeIcon(false);
                    }
                }
                else if (i_thisSetting is ToggleUI)
                {
                    ToggleUI i_toggleRef = i_thisSetting as ToggleUI;
                    if (i_toggleRef.buttonIsYes != i_toggleRef.defaultValueIsYes)
                    {
                        i_toggleRef.ToggleChangeIcon(true);
                    }
                    else
                    {
                        i_toggleRef.ToggleChangeIcon(false);
                    }
                }
            }
        }
    }
示例#6
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    // Assign saved salues to settings
    public void AssignSavedValuesInSettings()
    {
        for (int i = 0; i < menuCategories.Count; i++)
        {
            GameObject[] i_settingsRef = menuCategories[i].GetComponent <SettingsMenuOrganizer>().childrenObjects;

            for (int j = 0; j < i_settingsRef.Length; j++)
            {
                UIBehaviour i_thisSetting = i_settingsRef[j].GetComponent <UIBehaviour>();

                if (i_thisSetting is SliderUI)
                {
                    SliderUI i_sliderRef = i_thisSetting as SliderUI;

                    foreach (var savedSetting in sliderSettings)
                    {
                        if (savedSetting.Key == i_sliderRef.name)
                        {
                            i_sliderRef.ForceModifyValue(savedSetting.Value);
                        }
                    }
                }
                else if (i_thisSetting is MultichoiceUI)
                {
                    MultichoiceUI i_multiChoiceRef = i_thisSetting as MultichoiceUI;

                    foreach (var savedSetting in multiChoiceSettings)
                    {
                        if (savedSetting.Key == i_multiChoiceRef.name)
                        {
                            i_multiChoiceRef.ForceModifyValue(savedSetting.Value);
                        }
                    }
                }
                else if (i_thisSetting is ToggleUI)
                {
                    ToggleUI i_toggleRef = i_thisSetting as ToggleUI;
                    foreach (var savedSetting in toggleSettings)
                    {
                        if (savedSetting.Key == i_toggleRef.name)
                        {
                            i_toggleRef.ForceModifyValue(savedSetting.Value);
                        }
                    }
                }
            }
        }
    }
    void ObjFinder()
    {
        if (player == null)
        {
            player = GameObject.Find("Player");
        }
        if (controller == null)
        {
            controller = player.GetComponent <PlayerController>();
        }

        if (timeText == null)
        {
            toggy    = this.GetComponent <ToggleUI>();
            timeText = toggy.getTextObject("time").GetComponent <Text>();
        }
    }
示例#8
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    // Start is called before the first frame update
    void Start()
    {
        thePlayer      = GameObject.Find("Player").GetComponent <CharController>();
        cameraVars     = GameObject.Find("Camera").GetComponent <CamMouseLook>();
        weaponTextPrev = GameObject.Find("WeaponPrev").GetComponent <Text>();
        weaponTextMain = GameObject.Find("WeaponMain").GetComponent <Text>();
        weaponTextNext = GameObject.Find("WeaponNext").GetComponent <Text>();
        weaponButtons  = GameObject.Find("Canvas").GetComponent <ToggleUI>();

        selectedWeapon         = GameObject.Find("Weapon").GetComponent <Text>();
        selectedWeaponFunction = GameObject.Find("Function").GetComponent <Text>();

        destConfigJoint = cameraVars.gameObject.transform.Find("Destination").GetComponent <ConfigurableJoint>();

        ToolDescriptor();
        SetWeaponStatus();
    }
示例#9
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 void ObjFinder()
 {
     //automatically find objects
     if (player == null)
     {
         player = GameObject.Find("Player");
     }
     if (playerSpeed == null)
     {
         playerSpeed = player.GetComponent <Rigidbody2D>();
     }
     if (controller == null)
     {
         controller = player.GetComponent <PlayerController>();
     }
     if (speedTxt == null)
     {
         toggy    = this.GetComponent <ToggleUI>();
         speedTxt = toggy.getTextObject("speed").GetComponent <Text>();
     }
 }
示例#10
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    // Get all settings in the option menu and save their names + current value in matching dictionaries (one for the sliders, one for multichoices and one for toggles)
    public void ComputeSettings()
    {
        sliderSettings.Clear();
        sliderSettings = new Dictionary <string, int>();
        multiChoiceSettings.Clear();
        multiChoiceSettings = new Dictionary <string, int>();
        toggleSettings.Clear();
        toggleSettings = new Dictionary <string, bool>();

        for (int i = 0; i < menuCategories.Count; i++)
        {
            GameObject[] i_settingsRef = menuCategories[i].GetComponent <SettingsMenuOrganizer>().childrenObjects;

            for (int j = 0; j < i_settingsRef.Length; j++)
            {
                UIBehaviour i_thisSetting = i_settingsRef[j].GetComponent <UIBehaviour>();
                if (i_thisSetting is SliderUI)
                {
                    SliderUI i_sliderRef = i_thisSetting as SliderUI;
                    sliderSettings.Add(i_sliderRef.name, i_sliderRef.currentValue);
                }
                else if (i_thisSetting is MultichoiceUI)
                {
                    MultichoiceUI i_multiChoiceRef = i_thisSetting as MultichoiceUI;
                    multiChoiceSettings.Add(i_multiChoiceRef.name, i_multiChoiceRef.selectedChoiceIndex);
                }
                else if (i_thisSetting is ToggleUI)
                {
                    ToggleUI i_toggleRef = i_thisSetting as ToggleUI;
                    toggleSettings.Add(i_toggleRef.name, i_toggleRef.buttonIsYes);
                }
            }
        }

        //DisplaySettingsValues();
    }
 public void ToggleVictoryScreenUI(bool value) => ToggleUI(VictoryScreenUi)(value);
示例#12
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 private void Start()
 {
     toggleUI   = GetComponent <ToggleUI>();
     playerData = FindObjectOfType <PlayerData>();
 }
示例#13
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 // Start is called before the first frame update
 void Start()
 {
     weaponStates = GameObject.Find("Player").GetComponent <Weapons>();
     thePlayer    = GameObject.Find("Player").GetComponent <CharController>();
     uiStates     = GameObject.Find("Canvas").GetComponent <ToggleUI>();
 }
 // Toggles
 public void ToggleStartMenu(bool value) => ToggleUI(StartMenuUi)(value);
 public void ToggleBattleAnnouncements(bool value) => ToggleUI(BattleAnnouncementsUi)(value);
 public void ToggleBattleHUDUI(bool value) => ToggleUI(BattleHUDUi)(value);
 public void ToggleLoseScreenUI(bool value) => ToggleUI(LoseScreenUi)(value);