private void BindingData() { try { UnitsCollection col = null; col = this.LoadData(txtSearch.Text.Trim()); if (col == null) { col = new UnitsCollection(); lblcount.Text = "Có 0" + " record"; rptData.DataSource = col; rptData.DataBind(); } else { lblcount.Text = "Có " + col.Count.ToString() + " record"; lblcount.ForeColor = System.Drawing.Color.Blue; anpPager.RecordCount = col.Count; anpPager.PageSize = Convert.ToInt32(ddlPageSize.SelectedValue); anpPager.ShowFirstLast = false; col = this.GetSubData(col, anpPager.StartRecordIndex - 1, anpPager.EndRecordIndex); rptData.DataSource = col; rptData.DataBind(); } } catch (Exception ex) { Global.WriteLogError("BindingData()" + ex); } }
public void CreateNewQueue(UnitsCollection units) { unitsTurnQueue.Clear(); foreach (var unit in units) { unitsTurnQueue.Enqueue(unit, -unit.speed); } }
/// <summary> /// Helper for initializing unit groups /// </summary> private void InitializeUnitGroups () { GameObject playerUnitsObj = Stage.transform.Find("Player Units").gameObject; GameObject enemyUnitsObj = Stage.transform.Find("Enemy Units").gameObject; PlayerUnitGroupController = playerUnitsObj.GetComponent<UnitGroupController>(); EnemyUnitGroupController = enemyUnitsObj.GetComponent<UnitGroupController>(); PlayerUnits = PlayerUnitGroupController.Units; EnemyUnits = EnemyUnitGroupController.Units; }
public CardsNewDBScene(CardsNewDBLevel _Level) : base(_Level, _Level.Sets.Name) { this.Level = _Level; Sets = new SceneSets(_Level, this); numberDBLevel = _Level; GetComponent <Loader>().LoadSets = LoadSets; GetComponent <Loader>().LoadContent = LoadContent; GetComponent <Starter>().StartElements.Add(Start); UnitsCol = new UnitsCollection <CardUnit>("UnitsCollection", this); ReadyToNextUnit = true; }
private UnitsCollection GetSubData(UnitsCollection Source, int start, int end) { int iTotalRecord = Source.Count; UnitsCollection subSource = new UnitsCollection(); if (Source != null) { for (int i = start; i < end; i++) { subSource.Add(Source[i]); } } return(subSource); }
private UnitsCollection LoadData(string stextsearch) { Data objdata = new Data(Global.ConnectionSql); UnitsCollection col = null; try { Units obj = new Units(); obj.DataObject = objdata; col = obj.Getlist(stextsearch); } catch (Exception ex) { Global.WriteLogError("LoadData()" + ex); } finally { objdata.DeConnect(); } return(col); }
private void LoadSeverities(string fullPath) { ThreadHelper.ThrowIfNotOnUIThread(); UnitsCollection.Clear(); Totals.Clear(); ClearDatasets(); if (File.Exists(fullPath)) { var watch = System.Diagnostics.Stopwatch.StartNew(); FileStream fileStream = File.Open(fullPath, FileMode.Open, FileAccess.Read, FileShare.ReadWrite); using (BinaryReader reader = new BinaryReader(fileStream)) { // Read version uint thisVersion = reader.ReadUInt32(); if (thisVersion == VERSION) { // Read Header Timeline.CompilerTimeline.Instance.TimelinePacking = reader.ReadUInt32(); // Read Units uint unitsLength = reader.ReadUInt32(); var unitList = new List <UnitValue>((int)unitsLength); for (uint i = 0; i < unitsLength; ++i) { ReadCompileUnit(reader, unitList, i); } UnitsCollection = new List <UnitValue>(unitList); //Read Datasets for (int i = 0; i < (int)CompileThresholds.Gather; ++i) { uint dataLength = reader.ReadUInt32(); var thislist = new List <CompileValue>((int)dataLength); for (uint k = 0; k < dataLength; ++k) { ReadCompileValue(reader, thislist); } Datasets[i].collection = new List <CompileValue>(thislist); } } else { OutputLog.Error("Version mismatch! Expected " + VERSION + " - Found " + thisVersion + " - Please export again with matching Data Exporter"); } } fileStream.Close(); //Post process on read data PostProcessLoadedData(); watch.Stop(); const long TicksPerMicrosecond = (TimeSpan.TicksPerMillisecond / 1000); ulong microseconds = (ulong)(watch.ElapsedTicks / TicksPerMicrosecond); OutputLog.Log("Score file processed in " + Common.UIConverters.GetTimeStr(microseconds)); } RecomputeSeverities(); ScoreDataChanged?.Invoke(); }
public CardsNewDBIteration(Scene _Scene) : base(new IterationSets(), _Scene, "Iteration1")///ЗАТЫЧКА получилась { UnitsCollection <CardUnit> units = new UnitsCollection <CardUnit>("Units", this); }
/// <summary> /// Initialize reticle and targeting state to default /// </summary> private void Reinitialize () { if (Controller.playerTurn) { MoveablePlayerUnits = new UnitsCollection(Controller.PlayerUnits.Living()); Currently = TargetingState.Selecting; } }
/// <summary> /// Set current state /// </summary> /// <param name="targets">Allowed targers</param> /// <param name="current">Initally selecte unit</param> private void SetState (UnitsCollection targets, Unit current) { AllowedTargets = targets.Living(); TargetsEnumerator = AllowedTargets.GetEnumerator(); TargetsEnumerator.MoveNext(); current = TargetsEnumerator.Current; Reticle.Attach(current); }
void Start () { targets = TargetGroup.GetComponent<UnitGroupController>().Units; enemyObj = transform.parent.gameObject; enemy = enemyObj.GetComponent<Unit>(); }