public CoolViewModel(UserInterface userInterface) { if (userInterface == null) throw new ArgumentNullException("userInterface"); this.userInterface = userInterface; Configuration config = ConfigurationManager.OpenExeConfiguration(ConfigurationUserLevel.None); versioningModule = new AzzulVersioningModule(config); versioningModule.UserInterface.AppWebPage = "http://azzul.alez.ro"; Initialize(() => { AzzulVersion = versioningModule.Checker.CurrentVersion.ToString(); CheckAtStartUp = versioningModule.CheckAtStartUp; NewVersionText = "No new version"; }); versioningModule.CheckAtStartUpChanged += HandleVersioningOptionsCheckAtStartUpChanged; versioningModule.Checker.CheckStarting += HandleVersionCheckerCheckStarting; versioningModule.Checker.CheckCompleted += HandleVersionCheckerCheckCompleted; CheckAzzulCommand = new RelayCommand(p => true, CheckAzzul); versioningModule.Start(); }
public CRUDController() { charRepo = new CharityRepository(); pnRepo = new PartnershipNightRepository(); uRepo = new UserRepository(); lRepo = new BvLocationRepository(); }
public override void onClick(UserInterface.MouseEnum.MouseEnum mouseButton, Vector2 _MousePosition) { base.onClick(mouseButton, _MousePosition); float var_Value = _MousePosition.X - this.Bounds.X; this.value = var_Value; }
void Awake() { if (instance == null) instance = this; else if(instance != this) Destroy (gameObject); }
public void Evaluate(GameTime gameTime, Control focused, UserInterface ui) { var type = typeof(TouchDevice); for (int i = 0; i < _touches.Count; i++) { var t = _touches[i]; Current = t; ui.FindControls(t.Position.FromXNA(), _buffer); _current.AddRange(_buffer); for (int j = 0; j < _buffer.Count; j++) { _buffer[j].Gestures.Evaluate(gameTime, this); if (_buffer[j].Gestures.BlockedDevices.Contains(type)) break; } ui.EvaluateGlobalGestures(gameTime, this); _blocked.Clear(); _buffer.Clear(); } foreach (var item in _cooled) item.HeatCount--; foreach (var item in _warmed) item.HeatCount++; _previous.Clear(); _previous.AddRange(_current); _current.Clear(); }
public void Evaluate(GameTime gameTime, Control focused, UserInterface ui) { ui.FindControls(Position, _controls); foreach (var item in _cooled) item.HeatCount--; foreach (var item in _warmed) item.HeatCount++; var type = typeof(MouseDevice); for (int i = 0; i < _controls.Count; i++) { _controls[i].Gestures.Evaluate(gameTime, this); if (_controls[i].Gestures.BlockedDevices.Contains(type)) break; } ui.EvaluateGlobalGestures(gameTime, this); _previous.Clear(); _previous.AddRange(_controls); _blocked.Clear(); _controls.Clear(); }
// Use this for dependency injection public HomeController(UserInterface iUser, PartnershipNightInterface iPn, CharityInterface iChar, BvLocationInterface iLoc, FormInterface iForm) { uRepo = iUser; pnRepo = iPn; cRepo = iChar; lRepo = iLoc; fRepo = iForm; }
// Use this for dependency injection public HomeController(UserInterface iUser, PartnershipNightInterface iPn, CharityInterface iChar, BvLocationInterface iLoc, StatsInfoInterface iStats) { uRepo = iUser; pnRepo = iPn; cRepo = iChar; lRepo = iLoc; sRepo = iStats; }
// The default constructor is called by the framework public HomeController() { uRepo = new UserRepository(); pnRepo = new PartnershipNightRepository(); cRepo = new CharityRepository(); lRepo = new BvLocationRepository(); fRepo = new FormRepository(); }
public void Initialise(UserInterface userInterface) { UserInterface = userInterface; Connection = gameObject.AddComponent<Connection>(); MessageHandler = new MessageHandler(Connection); Messenger = new Messenger(Connection); MessageHandler.OnAny += MessageHandler_OnMessage; }
/// <summary> /// Writes the content of a stream to the user interface. /// </summary> /// <param name="ui">User interface where to write the stream content</param> /// <param name="reader">The stream to write</param> /// <param name="logLevel">The log level for the log messages</param> public static void LogStream(UserInterface ui, StreamReader reader, int logLevel) { string linea = reader.ReadLine(); while (linea != null) { ui.log(linea, logLevel); linea = reader.ReadLine(); } }
public static void Main() { Thread.CurrentThread.CurrentCulture = CultureInfo.InvariantCulture; var userInterface = new UserInterface(); var commandHandler = new CommandHandler(); var engine = new Engine(commandHandler, userInterface); engine.Run(); }
public void Add(UserInterface.Permanent.ViewModel viewModel) { if (viewModel.Card.IsAttached && viewModel.Card.Is().Attachment) { var insertAt = GetEnchantmentOrEquipmentPosition(viewModel.Card); _permanents.Insert(insertAt.Value, viewModel); return; } _permanents.Add(viewModel); }
public override void onClick(UserInterface.MouseEnum.MouseEnum mouseButton, Vector2 _MousePosition) { base.onClick(mouseButton, _MousePosition); if (this.isChecked) { this.isChecked = false; } else { this.isChecked = true; } }
// Use this for initialization void Start() { myGame = (Game)GameObject.Find ("Game").GetComponent<Game>(); menuStyle = new GUIStyle (); menuStyle.fontSize = Mathf.RoundToInt (Screen.height * 0.05f); menuStyle.normal.textColor = Color.white; menuStyle.font = (Font)Resources.Load ("Fonts/After_Shok"); ui = (UserInterface)GameObject.Find ("UserInterface").GetComponent<UserInterface>(); playerObj = GameObject.Find ("Player"); playerObj.GetComponent<MouseLook> ().enabled = false; Camera.mainCamera.GetComponent<MouseLook> ().enabled = false; }
public List<SequenceTask.Task> GetTaskSequence(int userId, UserInterface ui) { List<int> list = userDict[userId]; SequenceTask.Task task = null; List<SequenceTask.Task> tasks = new List<SequenceTask.Task>(); foreach (int i in list) { task = SequenceTask.Instance.TaskDict[i] as SequenceTask.Task; if (task.UserInterface == ui) { tasks.Add(task); } } return tasks; }
public void Evaluate(GameTime gameTime, Control focused, UserInterface ui) { var type = typeof(KeyboardDevice); _charactersBlocked = false; for (var control = focused; control != null; control = control.Parent) { control.Gestures.Evaluate(gameTime, this); if (control.Gestures.BlockedDevices.Contains(type)) break; } ui.EvaluateGlobalGestures(gameTime, this); _blocked.Clear(); }
public void Add(UserInterface.Permanent.ViewModel viewModel) { Slot candidate; if (viewModel.Card.IsAttached && viewModel.Card.Is().Attachment) { candidate = _slots.First(slot => slot.ContainsAttachmentTarget(viewModel.Card)); } else { candidate = _slots .Where(slot => slot.CanAdd(viewModel)) .OrderBy(slot => slot.Count) .First(); } candidate.Add(viewModel); }
/// <summary> /// Builds the sections tree of the document. /// </summary> /// <param name="cutLevel">HTML Header level that will contain an entire HTML page</param> /// <param name="root">Root of the HTML document</param> /// <param name="ui">The application log. it can be null.</param> public void AnalizarDocumento( int cutLevel , IHTMLElement root , UserInterface ui) { // Reservar el primer nodo para el contenido que venga sin titulo1, (portada,etc). NodoArbol sinSeccion = new NodoArbol( this.Raiz , null , ui); this.Raiz.Hijos.Add( sinSeccion ); // Analizar que nodos de headers se encuentran en el documento AnalizarDocumentoRecursivo( root , ui ); // Por defecto, todos los nodos al documento por defecto. El resto // ya ira cogiendo el valor de su archivo: this.Raiz.StoredAt( "1.htm" ); // Guardar en cada nodo en que archivo se habra guardado el nodo: int Cnt = 2; foreach( NodoArbol hijo in this.Raiz.Hijos ) AsignarNombreArchivos(hijo, ref Cnt, cutLevel); }
/// <summary> /// LoadContent will be called once per game and is the place to load /// all of your content. /// </summary> protected override void LoadContent() { // Create a new SpriteBatch, which can be used to draw textures. spriteBatch = new SpriteBatch(GraphicsDevice); TextureManager.LoadContents(Content); FontManager.LoadContents(Content); //initializing here because they are dependent on content managers background = new Background(Width, Height, TextureManager.GetTexture(TextureNames.BACKGROUND)); world = WorldGenerator.Generate(WorldNumber.One); world.Add(new Player(PlayerNumber.One, new Vector2(200, 200))); world.Add(new Player(PlayerNumber.Two, new Vector2(100, 100))); ui = new UserInterface(); mainMenu = new MainMenu(); }
public override void onClick(UserInterface.MouseEnum.MouseEnum mouseButton, Vector2 _MousePosition) { base.onClick(mouseButton, _MousePosition); if (this.lastSelected != null) { this.lastSelected.IsSelected = false; this.lastSelected = null; } //TODO: Texture / Background anpassen! foreach (Component var_Component in this.Components) { // VLL auch mit isPressed ;) da mouse event öfters als einmal abegefeuert wird usw... if (_MousePosition.X >= var_Component.Bounds.Left && _MousePosition.X <= var_Component.Bounds.Right && _MousePosition.Y >= var_Component.Bounds.Top && _MousePosition.Y <= var_Component.Bounds.Bottom) { this.lastSelected = var_Component; } } if (this.lastSelected != null) this.lastSelected.IsSelected = true; }
public bool Run(string imageFile) { Bitmap bitmap = (Bitmap)System.Drawing.Image.FromFile(imageFile); _userInterface = new UserInterface(BlockSize, _gameSize); _userInterface.RenderInitialBoard(bitmap); _state = new Point[4, 4]; _emptySpace = new Point(3, 3); for (int i = 0; i < 4; i++) { for (int j = 0; j < 4; j++) { _state[i, j] = new Point(i, j); } } _userInterface.Message("Randomizing..."); Randomize(); _userInterface.Message("Ready"); while (true) { string input = _userInterface.GetUserInput(); if (string.IsNullOrEmpty(input)) continue; if (input == "EXIT") break; MoveTile(input); bool win = CheckForWinCondition(); if (win) { _userInterface.Message("You win!"); return true; } } return false; }
/// <summary> /// Runs the game /// </summary> /// <param name="gameType">Selected gametype.</param> /// <param name="userInterface">Selected UI.</param> public void Run(Type gameType, UserInterface userInterface) { this.GameType = gameType; this.currentGame = (IGame)Activator.CreateInstance(this.GameType); switch (userInterface) { case UserInterface.Console: this.drawHandler = new ConsoleUiDrawHandler(); break; default: throw new ArgumentException("The selected user interface is not available."); } while (this.running) { switch (this.CurrentGame.GameState) { case GameState.New: case GameState.Over: Initialize(); break; case GameState.Running: Update(); break; case GameState.Win: this.CurrentGame.SuccessfulEscape(); break; case GameState.TopResults: this.CurrentGame.TopResults(); break; case GameState.Quit: Console.WriteLine("Good bye!"); Environment.Exit(0); break; } this.Draw(); } }
/// <summary> /// In a nutshell, the program is made up of four major classes: /// /// 1. This Program class /// It houses main; main's job is to drive the overall logic of the game /// /// 2. MarsLander /// This stores the current height, speed, and fuel of the lander (properly encapsulated) /// This also has an instance of the 'MarsLanderHistory' object, and the lander is /// responsible for adding to the history whenever it calculates the lander's new speed /// /// 3. UserInterface /// This handles ALL interactions with the user. /// NO OTHER CLASS IS ALLOWED TO INTERACT WITH THE USER!! /// /// 3. MarsLanderHistory /// This manages an array of RoundInfo objects. It will provide a method to add /// another round to the history of the lander (and will resize the array, if needed) /// It provides a Clone method so that the lander can return a copy of the /// history (which will prevent other classes from changing it's history) /// And it provides a way to get the number of rounds, and (for each round) the /// height and speed of that round (the UserInterface.PrintHistory method will use these) /// (This class uses the provided, minor RoundInfo class) /// /// Substantial amounts of this program have been commented out, so that the program will compile /// </summary> static void Main(string[] args) { UserInterface ui = new UserInterface(); MarsLander lander = new MarsLander(); const int MAX_SPEED = 10; // 10 m/s // const means that we can't change the value after this line ui.PrintGreeting(); while (lander.GetCurrent().GetHeight() > 0) { ui.PrintLocation(lander); ui.PrintLanderInfo(lander); int fuelToBurn = ui.GetFuelToBurn(lander); lander.CalculateNewSpeed(fuelToBurn); } ui.PrintLocation(lander); ui.PrintLanderInfo(lander); ui.PrintEndOfGameResult(lander, MAX_SPEED); }
public void init(string n, occupation o) { name = n; occ = o; selection = new ArrayList (); display = false; displayTradeMenu = false; myGame = GameObject.Find ("Game").GetComponent<Game> (); player = myGame.GetPlayerChar (); playerObj = GameObject.Find ("Player"); menuStyle = new GUIStyle (); menuStyle.fontSize = Mathf.RoundToInt (Screen.height * 0.05f); menuStyle.normal.textColor = Color.white; menuStyle.font = (Font)Resources.Load ("Fonts/After_Shok"); r = new Rect (0, 0, Screen.width, Screen.height * 0.5f); ui = GameObject.Find ("UserInterface").GetComponent<UserInterface> (); scrollPosition = Vector2.zero; SetNPC (); }
/** * Sets the active user interface implementation. Passing <code>null</code> * silences printing completely. * * @param ui object to recieve all user interface calls */ public static void set(UserInterface ui) { if (ui == null) ui = new SilentInterface(); UI.ui = ui; }
private void UpdateDisplay() { if (current_game != Setting.param.Kind || current_quality != Setting.param.Quality || current_resolution != Setting.param.Resolution) { // ------------------------------ // Change mesh resolution // ------------------------------ int div; switch (Setting.param.Quality) { case 1: div = 30; break; case 2: div = 60; break; case 3: default: div = 90; break; } double SamplingInterval = Math.PI / div; UpdateMeshResolution((short)(1 << Setting.param.Resolution), SamplingInterval); // ------------------------------ // Create game rule // ------------------------------ if (Setting.param.Kind == GameKind.GAMEKIND_OTHELLO) { rule = new RuleOthello(pixelization); } else { rule = new RuleIgo(pixelization); } Title = rule.GetName(); // ------------------------------ // Remove all pieces // ------------------------------ PieceArray2D = new UIElement[rule.GetMaxIndex()]; PieceArray3D = new Visual3D[rule.GetMaxIndex()]; canvas_projection_piece.Children.Clear(); PieceContainer.Children.Clear(); TerritoryArray2D = new UIElement[rule.GetMaxIndex()]; TerritoryArray3D = new Visual3D[rule.GetMaxIndex()]; canvas_projection_territory.Children.Clear(); TerritoryContainer.Children.Clear(); // ------------------------------ // Select UI panel // ------------------------------ #if false UserInterfaceArea.Children.Clear(); if (Setting.param.Kind == GameKind.GAMEKIND_IGO) { ConsoleIgo control = new ConsoleIgo(); UserInterfaceArea.Children.Add(control); UserInterface = control; } else { ConsoleOthello control = new ConsoleOthello(); UserInterfaceArea.Children.Add(control); UserInterface = control; } #else if (Setting.param.Kind == GameKind.GAMEKIND_IGO) { UserInterface = PanelIgo; TabItemIgo.IsSelected = true; } else { UserInterface = PanelOthello; TabItemOthello.IsSelected = true; } #endif UserInterface.SetOnConfigurationsChanged(delegate(object sender, System.EventArgs e) { UpdateDisplay(); }); UserInterface.SetGameRule(rule); // ------------------------------ // Prepare initial piece arrangements // ------------------------------ rule.SetPieceManipulator(ManipulatePiece); rule.SetInitialPieces(); // ------------------------------ // Remember current settings // ------------------------------ current_resolution = Setting.param.Resolution; current_quality = Setting.param.Quality; current_game = Setting.param.Kind; } SphereMaterial.Brush = new SolidColorBrush(Setting.param.ForeColor); MapBase.Fill = SphereMaterial.Brush; }
/// <summary> /// Constructor /// </summary> /// <param name="ui">Object to output the tidy messages. It can be null, and no messages will be written.</param> /// <param name="encoding">Tidy encoding name to read/write the output. See the tidy documentacion. /// If its null, the default encoding (ASCII?) will be used</param> public TidyParser(UserInterface ui, string encoding) { this.ui = ui; this.Encoding = encoding; }
public FixedUIScrollbar(UserInterface userInterface) { this.userInterface = userInterface; }
/// <summary> /// Create the rectangle with default styling. /// </summary> /// <param name="size">Rectangle size in pixels.</param> /// <param name="anchor">Position anchor.</param> /// <param name="offset">Offset from position anchor.</param> public ColoredRectangle(UserInterface ui, Vector2 size, Anchor anchor = Anchor.Auto, Vector2?offset = null) : base(ui, size, anchor, offset) { UpdateStyle(DefaultStyle); }
/// <summary> /// Create the text input with default size. /// </summary> /// <param name="multiline">If true, text input will accept multiple lines.</param> /// <param name="anchor">Position anchor.</param> /// <param name="offset">Offset from anchor position.</param> public TextInput(UserInterface ui, bool multiline, Anchor anchor = Anchor.Auto, Vector2?offset = null) : this(ui, multiline, USE_DEFAULT_SIZE, anchor, offset) { }
public FixedUIHorizontalScrollbar(UserInterface userInterface) { this.userInterface = userInterface; }
public override void Load() { JoJoStandsSounds = ModLoader.GetMod("JoJoStandsSounds"); //would just return null if nothing is there SoundsLoaded = JoJoStandsSounds != null; FanStandsLoaded = ModLoader.GetMod("JoJoFanStands") != null; HamonBarState.hamonBarTexture = ModContent.GetTexture("JoJoStands/UI/HamonBar"); ToBeContinued.TBCArrowTexture = ModContent.GetTexture("JoJoStands/UI/TBCArrow"); BulletCounter.bulletCounterTexture = ModContent.GetTexture("JoJoStands/UI/BulletCounter"); AerosmithRadar.aerosmithRadarTexture = ModContent.GetTexture("JoJoStands/UI/AerosmithRadar"); GoldenSpinMeter.goldenRectangleTexture = ModContent.GetTexture("JoJoStands/UI/GoldenSpinMeter"); GoldenSpinMeter.goldenRectangleSpinLineTexture = ModContent.GetTexture("JoJoStands/UI/GoldenSpinMeterLine"); SexPistolsUI.sexPistolsUITexture = ModContent.GetTexture("JoJoStands/UI/SexPistolsUI"); VoidBar.VoidBarTexture = ModContent.GetTexture("JoJoStands/UI/VoidBar"); VoidBar.VoidBarBarTexture = ModContent.GetTexture("JoJoStands/UI/VoidBarBar"); MyPlayer.standTier1List.Add(ItemType("AerosmithT1")); MyPlayer.standTier1List.Add(ItemType("GoldExperienceT1")); MyPlayer.standTier1List.Add(ItemType("HierophantGreenT1")); MyPlayer.standTier1List.Add(ItemType("KillerQueenT1")); MyPlayer.standTier1List.Add(ItemType("KingCrimsonT1")); MyPlayer.standTier1List.Add(ItemType("MagiciansRedT1")); MyPlayer.standTier1List.Add(ItemType("SexPistolsT1")); MyPlayer.standTier1List.Add(ItemType("StarPlatinumT1")); MyPlayer.standTier1List.Add(ItemType("StickyFingersT1")); MyPlayer.standTier1List.Add(ItemType("TheWorldT1")); MyPlayer.standTier1List.Add(ItemType("TuskAct1")); MyPlayer.standTier1List.Add(ItemType("LockT1")); MyPlayer.standTier1List.Add(ItemType("GratefulDeadT1")); MyPlayer.standTier1List.Add(ItemType("TheHandT1")); MyPlayer.standTier1List.Add(ItemType("WhitesnakeT1")); MyPlayer.standTier1List.Add(ItemType("DollyDaggerT1")); MyPlayer.standTier1List.Add(ItemType("CenturyBoyT1")); MyPlayer.standTier1List.Add(ItemType("SilverChariotT1")); MyPlayer.standTier1List.Add(ItemType("HermitPurpleT1")); MyPlayer.standTier1List.Add(ItemType("BadCompanyT1")); MyPlayer.standTier1List.Add(ItemType("CreamT1")); MyPlayer.stopImmune.Add(ProjectileType("TheWorldStandT2")); //only the timestop capable stands as people shouldn't switch anyway MyPlayer.stopImmune.Add(ProjectileType("TheWorldStandT3")); MyPlayer.stopImmune.Add(ProjectileType("TheWorldStandFinal")); MyPlayer.stopImmune.Add(ProjectileType("StarPlatinumStandFinal")); //MyPlayer.stopImmune.Add(ProjectileType("StickyFingersFistExtended")); MyPlayer.stopImmune.Add(ProjectileType("RoadRoller")); MyPlayer.stopImmune.Add(ProjectileType("HamonPunches")); MyPlayer.stopImmune.Add(ProjectileType("Fists")); MyPlayer.stopImmune.Add(ProjectileType("GoldExperienceRequiemStand")); MyPlayer.stopImmune.Add(ProjectileType("TuskAct4Minion")); // Registers a new hotkey SpecialHotKey = RegisterHotKey("Special Ability", "P"); // See https://docs.microsoft.com/en-us/previous-versions/windows/xna/bb197781(v%3dxnagamestudio.41) for special keys SecondSpecialHotKey = RegisterHotKey("Secondary Special Ability", "H"); StandOut = RegisterHotKey("Stand Out", "G"); PoseHotKey = RegisterHotKey("Pose", "V"); StandAutoMode = RegisterHotKey("Stand Auto Mode", "L"); if (!Main.dedServ) //Manages resource loading cause the server isn't able to load resources { //UI Stuff HamonBarInterface = new HamonBarState(); HamonBarInterface.Activate(); _hamonbarInterface = new UserInterface(); _hamonbarInterface.SetState(HamonBarInterface); TBCarrow = new ToBeContinued(); TBCarrow.Activate(); _tbcarrow = new UserInterface(); _tbcarrow.SetState(TBCarrow); bulletCounter = new BulletCounter(); bulletCounter.Activate(); _bulletcounter = new UserInterface(); _bulletcounter.SetState(bulletCounter); aerosmithRadar = new AerosmithRadar(); aerosmithRadar.Activate(); _aerosmithRadar = new UserInterface(); _aerosmithRadar.SetState(aerosmithRadar); betUI = new BetUI(); betUI.Activate(); _betUI = new UserInterface(); _betUI.SetState(betUI); GoldenSpinInterface = new GoldenSpinMeter(); GoldenSpinInterface.Activate(); _goldenSpinInterface = new UserInterface(); sexPistolsUI = new SexPistolsUI(); sexPistolsUI.Activate(); _sexPistolsUI = new UserInterface(); _sexPistolsUI.SetState(sexPistolsUI); _goldenSpinInterface.SetState(GoldenSpinInterface); VoidBarUI = new VoidBar(); VoidBarUI.Activate(); _voidbarUI = new UserInterface(); _voidbarUI.SetState(VoidBarUI); HamonSkillTreeUI = new HamonSkillTree(); HamonSkillTreeUI.Activate(); _hamonSkillTreeUI = new UserInterface(); _hamonSkillTreeUI.SetState(HamonSkillTreeUI); UnitsUI = new BadCompanyUnitsUI(); UnitsUI.Activate(); _unitsUI = new UserInterface(); _unitsUI.SetState(UnitsUI); //Shader Stuff Ref <Effect> timestopShader = new Ref <Effect>(GetEffect("Effects/TimestopEffect")); // The path to the compiled shader file. Filters.Scene["TimestopEffectShader"] = new Filter(new ScreenShaderData(timestopShader, "TimestopEffectShader"), EffectPriority.VeryHigh); Filters.Scene["TimestopEffectShader"].Load(); Ref <Effect> greyscaleShader = new Ref <Effect>(GetEffect("Effects/Greyscale")); Filters.Scene["GreyscaleEffect"] = new Filter(new ScreenShaderData(greyscaleShader, "GreyscaleEffect"), EffectPriority.VeryHigh); Filters.Scene["GreyscaleEffect"].Load(); Ref <Effect> greenShader = new Ref <Effect>(GetEffect("Effects/GreenEffect")); Filters.Scene["GreenEffect"] = new Filter(new ScreenShaderData(greenShader, "GreenEffect"), EffectPriority.VeryHigh); Filters.Scene["GreenEffect"].Load(); Ref <Effect> redShader = new Ref <Effect>(GetEffect("Effects/RedEffect")); Filters.Scene["RedEffect"] = new Filter(new ScreenShaderData(redShader, "RedEffect"), EffectPriority.VeryHigh); Filters.Scene["RedEffect"].Load(); Ref <Effect> colorChangeShader = new Ref <Effect>(GetEffect("Effects/ColorChangeEffect")); Filters.Scene["ColorChangeEffect"] = new Filter(new ScreenShaderData(colorChangeShader, "ColorChangeEffect"), EffectPriority.VeryHigh); Filters.Scene["ColorChangeEffect"].Load(); Ref <Effect> voidGradientShader = new Ref <Effect>(GetEffect("Effects/VoidBarGradient")); GameShaders.Misc["JoJoStandsVoidGradient"] = new MiscShaderData(voidGradientShader, "VoidBarGradient"); //Misc AddMusicBox(GetSoundSlot(SoundType.Music, "Sounds/Music/VMMusic"), ItemType("ViralMusicBox"), TileType("ViralMusicBoxTile")); } }
private void Start() { _ui = UserInterface.instance; _player = GameObject.Find("Player").GetComponent <PlayerInteraction>(); _isPaused = false; }
public override void Load() { //Shaders if (!Main.dedServ) { GameShaders.Misc["StarlightRiver:Distort"] = new MiscShaderData(new Ref <Effect>(GetEffect("Effects/Distort")), "Distort"); Ref <Effect> screenRef4 = new Ref <Effect>(GetEffect("Effects/Shockwave")); Terraria.Graphics.Effects.Filters.Scene["ShockwaveFilter"] = new Terraria.Graphics.Effects.Filter(new ScreenShaderData(screenRef4, "ShockwavePass"), Terraria.Graphics.Effects.EffectPriority.VeryHigh); Terraria.Graphics.Effects.Filters.Scene["ShockwaveFilter"].Load(); Ref <Effect> screenRef3 = new Ref <Effect>(GetEffect("Effects/WaterEffect")); Terraria.Graphics.Effects.Filters.Scene["WaterFilter"] = new Terraria.Graphics.Effects.Filter(new ScreenShaderData(screenRef3, "WaterPass"), Terraria.Graphics.Effects.EffectPriority.VeryHigh); Terraria.Graphics.Effects.Filters.Scene["WaterFilter"].Load(); Ref <Effect> screenRef2 = new Ref <Effect>(GetEffect("Effects/AuraEffect")); Terraria.Graphics.Effects.Filters.Scene["AuraFilter"] = new Terraria.Graphics.Effects.Filter(new ScreenShaderData(screenRef2, "AuraPass"), Terraria.Graphics.Effects.EffectPriority.VeryHigh); Terraria.Graphics.Effects.Filters.Scene["AuraFilter"].Load(); Ref <Effect> screenRef = new Ref <Effect>(GetEffect("Effects/BlurEffect")); Terraria.Graphics.Effects.Filters.Scene["BlurFilter"] = new Terraria.Graphics.Effects.Filter(new ScreenShaderData(screenRef, "BlurPass"), Terraria.Graphics.Effects.EffectPriority.High); Terraria.Graphics.Effects.Filters.Scene["BlurFilter"].Load(); Ref <Effect> screenRef5 = new Ref <Effect>(GetEffect("Effects/Purity")); Terraria.Graphics.Effects.Filters.Scene["PurityFilter"] = new Terraria.Graphics.Effects.Filter(new ScreenShaderData(screenRef5, "PurityPass"), Terraria.Graphics.Effects.EffectPriority.High); Terraria.Graphics.Effects.Filters.Scene["PurityFilter"].Load(); Ref <Effect> screenRef6 = new Ref <Effect>(GetEffect("Effects/LightShader")); Terraria.Graphics.Effects.Filters.Scene["Lighting"] = new Terraria.Graphics.Effects.Filter(new ScreenShaderData(screenRef6, "LightingPass"), Terraria.Graphics.Effects.EffectPriority.High); Terraria.Graphics.Effects.Filters.Scene["Lighting"].Load(); Ref <Effect> screenRef7 = new Ref <Effect>(GetEffect("Effects/LightApplicator")); Terraria.Graphics.Effects.Filters.Scene["LightingApply"] = new Terraria.Graphics.Effects.Filter(new ScreenShaderData(screenRef7, "LightingApplyPass"), Terraria.Graphics.Effects.EffectPriority.High); Terraria.Graphics.Effects.Filters.Scene["LightingApply"].Load(); } //Autoload Rift Recipes RiftRecipes = new List <RiftRecipe>(); AutoloadRiftRecipes(RiftRecipes); //Hotkeys Dash = RegisterHotKey("Forbidden Winds", "LeftShift"); Wisp = RegisterHotKey("Faeflame", "F"); Purify = RegisterHotKey("[PH]Purify Crown", "N"); Smash = RegisterHotKey("Gaia's Fist", "Z"); Superdash = RegisterHotKey("Zzelera's Cloak", "Q"); //UI if (!Main.dedServ) { StaminaUserInterface = new UserInterface(); CollectionUserInterface = new UserInterface(); OverlayUserInterface = new UserInterface(); InfusionUserInterface = new UserInterface(); CookingUserInterface = new UserInterface(); KeyInventoryUserInterface = new UserInterface(); TextCardUserInterface = new UserInterface(); CodexUserInterface = new UserInterface(); CodexPopupUserInterface = new UserInterface(); LootUserInterface = new UserInterface(); ChatboxUserInterface = new UserInterface(); ExtraNPCInterface = new UserInterface(); stamina = new Stamina(); collection = new Collection(); overlay = new Overlay(); infusion = new Infusion(); cooking = new Cooking(); keyinventory = new KeyInventory(); textcard = new TextCard(); codex = new GUI.Codex(); codexpopup = new CodexPopup(); lootUI = new LootUI(); Chatbox = new ChatboxOverUI(); StaminaUserInterface.SetState(stamina); CollectionUserInterface.SetState(collection); OverlayUserInterface.SetState(overlay); InfusionUserInterface.SetState(infusion); CookingUserInterface.SetState(cooking); KeyInventoryUserInterface.SetState(keyinventory); TextCardUserInterface.SetState(textcard); CodexUserInterface.SetState(codex); CodexPopupUserInterface.SetState(codexpopup); LootUserInterface.SetState(lootUI); ChatboxUserInterface.SetState(Chatbox); } //particle systems if (!Main.dedServ) { LoadVitricBGSystems(); } //Hooking HookOn(); HookIL(); }
public override void LoadContent() { base.LoadContent(); previousInterface = UserInterface.Active; // Our interface optionInterface = new UserInterface(); // Set our interface as the Active UserInterface.Active = optionInterface; // Sizes Vector2 mainPanelSize = new Vector2(Viewport.Width, Viewport.Height); Vector2 optionsPanelSize = new Vector2(Viewport.Width / 1.2f, Viewport.Height / 1.2f); // Buttons Button loadButton, saveButton, backButton, confirmButton; // Sliders Slider fxSlider, musicSlider; //Labels Label fxPercentage, musicPercentage; // Main Panels Panel mainPanel = new Panel(mainPanelSize, PanelSkin.None, Anchor.Auto); // our options panel Panel optionsPanel = new Panel(optionsPanelSize, PanelSkin.Default, Anchor.Center); optionsPanel.AddChild(new Header("Options", Anchor.TopCenter)); optionsPanel.AddChild(new HorizontalLine()); // a width of 0 means take parent full width size Panel masterVolPanel = new Panel(new Vector2(0, 50), PanelSkin.None, Anchor.Auto); // Declare our master volume controls masterVolPanel.AddChild(new Label("Master Volume", Anchor.AutoInline, size: new Vector2(0.4f, -1))); Slider masterVolSlider = new Slider(0, 100, new Vector2(250, -1), SliderSkin.Default, Anchor.AutoInline) { Value = GameSettings.MasterVolume }; Label masterPercentage = new Label(GameSettings.MasterVolume.ToString() + "%", Anchor.AutoInline, new Vector2(0.2f, -1)) { SpaceBefore = new Vector2(30, 0) }; // Event to grab our slider value and set it to our GameSettings. masterVolSlider.OnValueChange = (Entity ent) => { GameSettings.MasterVolume = masterVolSlider.Value; masterPercentage.Text = GameSettings.MasterVolume.ToString() + "%"; }; masterVolPanel.AddChild(masterVolSlider); masterVolPanel.AddChild(masterPercentage); optionsPanel.AddChild(masterVolPanel); // music vol panel Panel musicVolPanel = new Panel(new Vector2(0, 50), PanelSkin.None, Anchor.Auto); musicVolPanel.AddChild(new Label("Music Volume", Anchor.AutoInline, size: new Vector2(0.4f, -1))); musicVolPanel.AddChild(musicSlider = new Slider(0, 100, new Vector2(250, -1), SliderSkin.Default, Anchor.AutoInline) { Value = GameSettings.MusicVolume }); musicVolPanel.AddChild(musicPercentage = new Label(GameSettings.MusicVolume.ToString() + "%", Anchor.AutoInline, new Vector2(0.2f, -1)) { SpaceBefore = new Vector2(30, 0) }); musicSlider.OnValueChange = (Entity ent) => { GameSettings.MusicVolume = musicSlider.Value; musicPercentage.Text = GameSettings.MusicVolume.ToString() + "%"; }; optionsPanel.AddChild(musicVolPanel); // master effect panel Panel masterEffectPanel = new Panel(new Vector2(0, 50), PanelSkin.None, Anchor.Auto); masterEffectPanel.AddChild(new Label("Effects Volume", Anchor.AutoInline, size: new Vector2(0.4f, -1))); masterEffectPanel.AddChild(fxSlider = new Slider(0, 100, new Vector2(250, -1), SliderSkin.Default, Anchor.AutoInline) { Value = GameSettings.EffectsVolume }); masterEffectPanel.AddChild(fxPercentage = new Label(GameSettings.EffectsVolume.ToString() + "%", Anchor.AutoInline, new Vector2(0.2f, -1)) { SpaceBefore = new Vector2(30, 0) }); fxSlider.OnValueChange = (Entity ent) => { GameSettings.EffectsVolume = fxSlider.Value; fxPercentage.Text = GameSettings.EffectsVolume.ToString() + "%"; }; optionsPanel.AddChild(masterEffectPanel); //load & save config panel Panel configPanel = new Panel(new Vector2(0, 50), PanelSkin.None, Anchor.Auto); configPanel.AddChild(new Header("Configuration", Anchor.TopCenter)); configPanel.AddChild(new HorizontalLine()); configPanel.AddChild(loadButton = new Button("Load config", size: new Vector2(0.5f, -1))); configPanel.AddChild(saveButton = new Button("Save config", ButtonSkin.Default, Anchor.AutoInline, size: new Vector2(0.5f, -1))); optionsPanel.AddChild(configPanel); optionsPanel.AddChild(backButton = new Button("Back", ButtonSkin.Default, Anchor.BottomCenter)); mainPanel.AddChild(optionsPanel); UserInterface.Active.AddEntity(mainPanel); //load/save button events loadButton.OnClick = (Entity ent) => { GameSettings.Read(); musicSlider.Value = GameSettings.MusicVolume; fxSlider.Value = GameSettings.EffectsVolume; masterVolSlider.Value = GameSettings.MasterVolume; }; saveButton.OnClick = (Entity ent) => { ConfirmOverwrite(); }; backButton.OnClick = (Entity ent) => { ScreenManager.LoadScreen(new MainMenuScreen(Game)); }; void ConfirmOverwrite() // broken out into separate function because can't nest Entities { configPanel.RemoveChild(saveButton); configPanel.AddChild(confirmButton = new Button("Click to overwrite", ButtonSkin.Default, Anchor.AutoInline, size: new Vector2(0.5f, -1))); confirmButton.OnClick = (Entity ent) => { GameSettings.Write(); configPanel.RemoveChild(confirmButton); configPanel.AddChild(saveButton); }; } }
public override void Load() { IL.Terraria.Player.Update += Player_Update; Instance = this; Instance.Logger.Info("Another Rpg Mod " + Version + " Correctly loaded"); JsonSkillTree.Init(); JsonCharacterClass.Init(); LoadedMods[SupportedMod.Thorium] = ModLoader.GetMod("ThoriumMod") != null; LoadedMods[SupportedMod.Calamity] = ModLoader.GetMod("CalamityMod") != null; LoadedMods[SupportedMod.DBZMOD] = ModLoader.GetMod("DBZMOD") != null; StatsHotKey = RegisterHotKey("Open Stats Menu", "C"); SkillTreeHotKey = RegisterHotKey("Open SkillTree", "X"); ItemTreeHotKey = RegisterHotKey("Open Item Tree", "V"); if (!Main.dedServ) { customNPCInfo = new UserInterface(); NPCInfo = new ReworkMouseOver(); ReworkMouseOver.visible = true; customNPCInfo.SetState(NPCInfo); customNPCName = new UserInterface(); NPCName = new NPCNameUI(); NPCNameUI.visible = true; customNPCName.SetState(NPCName); customResources = new UserInterface(); healthBar = new HealthBar(); HealthBar.visible = true; customResources.SetState(healthBar); customstats = new UserInterface(); statMenu = new Stats(); Stats.visible = false; customstats.SetState(statMenu); customOpenstats = new UserInterface(); openStatMenu = new OpenStatsButton(); OpenStatsButton.visible = true; customOpenstats.SetState(openStatMenu); customOpenST = new UserInterface(); OpenST = new OpenSTButton(); OpenSTButton.visible = true; customOpenST.SetState(OpenST); customSkillTree = new UserInterface(); skillTreeUI = new SkillTreeUi(); OpenStatsButton.visible = true; customSkillTree.SetState(skillTreeUI); customItemTree = new UserInterface(); ItemTreeUI = new ItemTreeUi(); ItemTreeUi.visible = false; customItemTree.SetState(ItemTreeUI); /* * * statMenu = new Stats(); * Stats.visible = true; * customstats.SetState(statMenu); */ } }
public override void Unload() { instance = null; KhaiosInterface = null; }
public void Initialize(UserInterface userInterface, ContainmentVessel containmentVessel) { _userInterface = userInterface; _containmentVessel = containmentVessel; }
public virtual Task <DraughtsMove> NextMove(DraughtsState state, List <DraughtsMove> allowedMoves) { return(UserInterface.ShowSelectionMove(state, this, allowedMoves)); }
public AuthorManager(UserInterface ui, IAuthorDao authorDao) : base(ui) { _authorDao = authorDao; }
public void Init(UserInterface ui, ContainmentVessel cv) { this.ui = ui; this.cv = cv; }
static void Main(string[] args) { Button startCancelButton = new Button(); Button powerButton = new Button(); Button timeButton = new Button(); Door door = new Door(); Output output = new Output(); Display display = new Display(output); PowerTube powerTube = new PowerTube(output); Light light = new Light(output); Microwave.Classes.Boundary.Timer timer = new Timer(); ICookController cooker = new CookController(timer, display, powerTube); IUserInterface ui = new UserInterface(powerButton, timeButton, startCancelButton, door, display, light, cooker); // Finish the double association cooker.UI = ui; // Simulate a simple sequence System.Console.WriteLine("Tryk på O"); bool run = true; while (run) { string input; input = Console.ReadLine().ToString().ToLower(); switch (input[0]) { case 'o': door.Open(); Console.WriteLine("\r\nTryk C"); break; case 'c': door.Close(); Console.WriteLine("\r\nTryk P"); break; case 'p': powerButton.Press(); Console.WriteLine("\r\nTryk P igen for mere tid eller T"); break; case 't': timeButton.Press(); Console.WriteLine("\r\nTryk T igen for mere tid eller S"); break; case 's': startCancelButton.Press(); break; } } //door.Open(); //door.Close(); //powerButton.Press(); //timeButton.Press(); //startCancelButton.Press(); // The simple sequence should now run System.Console.WriteLine("When you press enter, the program will stop"); // Wait for input System.Console.ReadLine(); }
protected override void Dispose(bool disposing) { ServiceRegistry.Unregister <UltimaGame>(); UserInterface.Dispose(); base.Dispose(disposing); }
/// <summary> /// Create default single-line text input. /// </summary> public TextInput(UserInterface ui) : this(ui, false) { }
public InvisibleFixedUIHorizontalScrollbar(UserInterface userInterface) : base(userInterface) { }
/// <summary> /// Create default colored rectangle. /// </summary> public ColoredRectangle(UserInterface ui) : this(ui, Color.White) { }
public MiscellaneousUI(UserInterface userInterface) { this.userInterface = userInterface; }
/// <summary> /// Constructor /// </summary> /// <param name="ui">Object to output the tidy messages. It can be null, and no messages will be written.</param> /// <param name="xmlOutput">True if the output should be written with XHTML format</param> public TidyParser(UserInterface ui, bool xmlOutput) { this.ui = ui; this.XmlOutput = xmlOutput; }
public override void Load() { instance = this; // Adds boss head textures for the Abomination boss for (int k = 1; k <= 4; k++) { AddBossHeadTexture(captiveElementHead + k); AddBossHeadTexture(captiveElement2Head + k); } // Registers a new hotkey RandomBuffHotKey = RegisterHotKey("Random Buff", "P"); // Registers a new custom currency FaceCustomCurrencyID = CustomCurrencyManager.RegisterCurrency(new ExampleCustomCurrency(ItemType <Items.Face>(), 999L)); // All code below runs only if we're not loading on a server if (!Main.dedServ) { // Add certain equip textures AddEquipTexture(null, EquipType.Legs, "ExampleRobe_Legs", "ExampleMod/Items/Armor/ExampleRobe_Legs"); AddEquipTexture(new Items.Armor.BlockyHead(), null, EquipType.Head, "BlockyHead", "ExampleMod/Items/Armor/ExampleCostume_Head"); AddEquipTexture(new Items.Armor.BlockyBody(), null, EquipType.Body, "BlockyBody", "ExampleMod/Items/Armor/ExampleCostume_Body", "ExampleMod/Items/Armor/ExampleCostume_Arms"); AddEquipTexture(new Items.Armor.BlockyLegs(), null, EquipType.Legs, "BlockyLeg", "ExampleMod/Items/Armor/ExampleCostume_Legs"); // Change the vanilla dungeon track // Main.music[MusicID.Dungeon] = GetMusic("Sounds/Music/DriveMusic"); // Register a new music box AddMusicBox(GetSoundSlot(SoundType.Music, "Sounds/Music/DriveMusic"), ItemType("ExampleMusicBox"), TileType("ExampleMusicBox")); // Change the vanilla loom texture Main.instance.LoadTiles(TileID.Loom); // First load the tile texture Main.tileTexture[TileID.Loom] = GetTexture("Tiles/AnimatedLoom"); // Now we change it //What if....Replace a vanilla item texture and equip texture. //Main.itemTexture[ItemID.CopperHelmet] = GetTexture("Resprite/CopperHelmet_Item"); //Item copperHelmet = new Item(); //copperHelmet.SetDefaults(ItemID.CopperHelmet); //Main.armorHeadLoaded[copperHelmet.headSlot] = true; //Main.armorHeadTexture[copperHelmet.headSlot] = GetTexture("Resprite/CopperHelmet_Head"); // Create new skies and screen filters Filters.Scene["ExampleMod:PuritySpirit"] = new Filter(new PuritySpiritScreenShaderData("FilterMiniTower").UseColor(0.4f, 0.9f, 0.4f).UseOpacity(0.7f), EffectPriority.VeryHigh); SkyManager.Instance["ExampleMod:PuritySpirit"] = new PuritySpiritSky(); Filters.Scene["ExampleMod:MonolithVoid"] = new Filter(new ScreenShaderData("FilterMoonLord"), EffectPriority.Medium); SkyManager.Instance["ExampleMod:MonolithVoid"] = new VoidSky(); // exampleFont = GetFont("Fonts/ExampleFont"); exampleEffect = GetEffect("Effects/ExampleEffect"); Ref <Effect> exampleEffectRef = new Ref <Effect>(); exampleEffectRef.Value = exampleEffect; GameShaders.Armor.BindShader <ArmorShaderData>(ItemType <Items.ExampleDye>(), new ArmorShaderData(exampleEffectRef, "ExampleDyePass")); GameShaders.Misc["ExampleMod:DeathAnimation"] = new MiscShaderData(new Ref <Effect>(GetEffect("Effects/ExampleEffectDeath")), "DeathAnimation").UseImage("Images/Misc/Perlin"); // Custom UI exampleUI = new ExampleUI(); exampleUI.Activate(); exampleUserInterface = new UserInterface(); exampleUserInterface.SetState(exampleUI); // UserInterface can only show 1 UIState at a time. If you want different "pages" for a UI, switch between UIStates on the same UserInterface instance. // We want both the Coin counter and the Example Person UI to be independent and coexist simultaneously, so we have them each in their own UserInterface. examplePersonUserInterface = new UserInterface(); // We will call .SetState later in ExamplePerson.OnChatButtonClicked } // Register custom mod translations, lives left is for Spirit of Purity ModTranslation text = CreateTranslation("LivesLeft"); text.SetDefault("{0} has {1} lives left!"); AddTranslation(text); text = CreateTranslation("LifeLeft"); text.SetDefault("{0} has 1 life left!"); AddTranslation(text); text = CreateTranslation("NPCTalk"); text.SetDefault("<{0}> {1}"); AddTranslation(text); // Volcano warning is for the random volcano tremor text = CreateTranslation("VolcanoWarning"); text.SetDefault("Did you hear something....A Volcano! Find Cover!"); AddTranslation(text); }
/// <summary> /// Constructor /// </summary> /// <param name="ui">Object to output the tidy messages. It can be null, and no messages will be written.</param> public TidyParser(UserInterface ui) { this.ui = ui; this.XmlOutput = false; }
public override void Load() { // Will show up in client.log under the ExampleMod name Logger.InfoFormat("{0} example logging", Name); // In older tModLoader versions we used: ErrorLogger.Log("blabla"); // Replace that with above // Registers a new hotkey RandomBuffHotKey = RegisterHotKey("Random Buff", "P"); // See https://docs.microsoft.com/en-us/previous-versions/windows/xna/bb197781(v%3dxnagamestudio.41) for special keys // Registers a new custom currency FaceCustomCurrencyId = CustomCurrencyManager.RegisterCurrency(new ExampleCustomCurrency(ModContent.ItemType <Items.Face>(), 999L)); Mundane.AddHacks(); // All code below runs only if we're not loading on a server if (!Main.dedServ) { // Add certain equip textures AddEquipTexture(null, EquipType.Legs, "ExampleRobe_Legs", "ExampleMod/Items/Armor/ExampleRobe_Legs"); AddEquipTexture(new Items.Armor.BlockyHead(), null, EquipType.Head, "BlockyHead", "ExampleMod/Items/Armor/ExampleCostume_Head"); AddEquipTexture(new Items.Armor.BlockyBody(), null, EquipType.Body, "BlockyBody", "ExampleMod/Items/Armor/ExampleCostume_Body", "ExampleMod/Items/Armor/ExampleCostume_Arms"); AddEquipTexture(new Items.Armor.BlockyLegs(), null, EquipType.Legs, "BlockyLeg", "ExampleMod/Items/Armor/ExampleCostume_Legs"); // Register a new music box AddMusicBox(GetSoundSlot(SoundType.Music, "Sounds/Music/MarbleGallery"), ItemType("ExampleMusicBox"), TileType("ExampleMusicBox")); // Change the vanilla loom texture Main.instance.LoadTiles(TileID.Loom); // First load the tile texture Main.tileTexture[TileID.Loom] = GetTexture("Tiles/AnimatedLoom"); // Now we change it //What if....Replace a vanilla item texture and equip texture. //Main.itemTexture[ItemID.CopperHelmet] = GetTexture("Resprite/CopperHelmet_Item"); //Item copperHelmet = new Item(); //copperHelmet.SetDefaults(ItemID.CopperHelmet); //Main.armorHeadLoaded[copperHelmet.headSlot] = true; //Main.armorHeadTexture[copperHelmet.headSlot] = GetTexture("Resprite/CopperHelmet_Head"); // Create new skies and screen filters Filters.Scene["ExampleMod:PuritySpirit"] = new Filter(new PuritySpiritScreenShaderData("FilterMiniTower").UseColor(0.4f, 0.9f, 0.4f).UseOpacity(0.7f), EffectPriority.VeryHigh); SkyManager.Instance["ExampleMod:PuritySpirit"] = new PuritySpiritSky(); Filters.Scene["ExampleMod:MonolithVoid"] = new Filter(new ScreenShaderData("FilterMoonLord"), EffectPriority.Medium); SkyManager.Instance["ExampleMod:MonolithVoid"] = new VoidSky(); GameShaders.Armor.BindShader(ModContent.ItemType <Items.ExampleDye>(), new ArmorShaderData(new Ref <Effect>(GetEffect("Effects/ExampleEffect")), "ExampleDyePass")); GameShaders.Hair.BindShader(ModContent.ItemType <Items.ExampleHairDye>(), new LegacyHairShaderData().UseLegacyMethod((Player player, Color newColor, ref bool lighting) => Color.Green)); GameShaders.Misc["ExampleMod:DeathAnimation"] = new MiscShaderData(new Ref <Effect>(GetEffect("Effects/ExampleEffectDeath")), "DeathAnimation").UseImage("Images/Misc/Perlin"); if (FontExists("Fonts/ExampleFont")) { exampleFont = GetFont("Fonts/ExampleFont"); } // Custom UI ExampleUI = new ExampleUI(); ExampleUI.Activate(); _exampleUserInterface = new UserInterface(); _exampleUserInterface.SetState(ExampleUI); // UserInterface can only show 1 UIState at a time. If you want different "pages" for a UI, switch between UIStates on the same UserInterface instance. // We want both the Coin counter and the Example Person UI to be independent and coexist simultaneously, so we have them each in their own UserInterface. ExamplePersonUserInterface = new UserInterface(); // We will call .SetState later in ExamplePerson.OnChatButtonClicked } // Register custom mod translations, lives left is for Spirit of Purity // See the .lang files in the Localization folder for an easier to manage approach to translations. These few examples are here just to illustrate the concept. ModTranslation text = CreateTranslation("LivesLeft"); text.SetDefault("{0} has {1} lives left!"); AddTranslation(text); text = CreateTranslation("LifeLeft"); text.SetDefault("{0} has 1 life left!"); AddTranslation(text); text = CreateTranslation("NPCTalk"); text.SetDefault("<{0}> {1}"); AddTranslation(text); text = CreateTranslation("Common.LocalizedLabelDynamic"); text.SetDefault($"[i:{ModContent.ItemType<Items.Weapons.SpectreGun>()}] This dynamic label is added in ExampleMod.Load"); AddTranslation(text); // Volcano warning is for the random volcano tremor text = CreateTranslation("VolcanoWarning"); text.SetDefault("Did you hear something....A Volcano! Find Cover!"); AddTranslation(text); }
public LoadingProgressViewModel(UserInterface userInterface, IEventAggregator eventAggregator, ILoggerFacade loggerFacade) : base(eventAggregator, loggerFacade) { Title = "Loading"; }
static void Main(string[] args) { UserInterface app = new UserInterface(); }
public DustUI(UserInterface userInterface) { this.userInterface = userInterface; }
void Awake() { // check if we have any old Landmarks instances from LoadScene.cs and handle them GameObject oldInstance = GameObject.Find("OldInstance"); if (oldInstance != null) { foreach (var item in oldInstance.transform) { //Destroy(item); // this tends to break the steamvr skeleton buttons and hand rendermodels oldInstance.SetActive(false); } } Debug.Log("Starting Experiment.cs"); //since config is a singleton it will be the one created in scene 0 or this scene config = Config.instance; // ------------------------------------------ // Grab the Landmarks items that are not controller dependent // ------------------------------------------ tasks = GameObject.Find("LM_Timeline").GetComponent <TaskList>(); overheadCamera = GameObject.Find("OverheadCamera").GetComponent <Camera>(); // Assign the scaled player if it's in the scene, otherwise instantiate to avoid errors scaledPlayer = GameObject.Find("SmallScalePlayerController"); // find Environment environment = GameObject.FindGameObjectWithTag("Environment"); // find scaled environment if (GameObject.FindGameObjectsWithTag("ScaledEnvironment") != null) { scaledEnvironment = GameObject.FindGameObjectWithTag("ScaledEnvironment"); scaledEnvironment.SetActive(false); } if (PlayerPrefs.GetString("UserInterface") != "default") { Debug.Log("Getting user interface from config file."); switch (config.ui) { case "Desktop": userInterface = UserInterface.DesktopDefault; break; case "Vive Virt.": userInterface = UserInterface.ViveAndVirtualizer; break; case "Vive Std.": userInterface = UserInterface.ViveRoomspace; break; default: break; } } // ------------------------------------------ // Assign Player and Camera based on UI enum // ------------------------------------------ switch (userInterface) { case UserInterface.DesktopDefault: // Standard Desktop with Keyboard/mouse controller player = GameObject.Find("DesktopDefaultController"); playerCamera = GameObject.Find("DesktopDefaultCamera").GetComponent <Camera>(); // Render the overhead camera on the main display (none) overheadCamera.stereoTargetEye = StereoTargetEyeMask.None; // create variable to indicate if using VR usingVR = false; break; case UserInterface.ViveRoomspace: // HTC Vive and Cyberith Virtualizer player = GameObject.Find("ViveRoomspaceController"); playerCamera = GameObject.Find("VRCamera").GetComponent <Camera>(); // Render the overhead camera to each lense of the HMD overheadCamera.stereoTargetEye = StereoTargetEyeMask.Both; // create variable to indicate if using VR usingVR = true; break; case UserInterface.ViveAndVirtualizer: // This is a proprietary asset that must be added to the _Landmarks_ prefab to work // If it is not added (either for lack of need or lack of the proprietary SDK), use the default if (GameObject.Find("ViveVirtualizerController") == null) { Debug.Log("UserInterface player controller not found. Falling back to Default"); goto default; } // HTC Vive and Cyberith Virtualizer player = GameObject.Find("ViveVirtualizerController"); playerCamera = GameObject.Find("ViveVirtualizerCamera").GetComponent <Camera>(); // Render the overhead camera to each lense of the HMD overheadCamera.stereoTargetEye = StereoTargetEyeMask.Both; // create variable to indicate if using VR usingVR = true; break; default: // Standard Desktop with Keyboard/mouse controller player = GameObject.Find("DesktopDefaultController"); playerCamera = GameObject.Find("DesktopDefaultCamera").GetComponent <Camera>(); // Render the overhead camera on the main display (none) overheadCamera.stereoTargetEye = StereoTargetEyeMask.None; // create variable to indicate if using VR usingVR = false; break; } Debug.Log(player.name); // Tag the selected playerController player.tag = "Player"; // Deactivate all other controllers foreach (Transform child in GameObject.Find("PlayerControllers").transform) { if (child.name != player.name) { child.gameObject.SetActive(false); } } // Add audiolistener to camera (default one should be removed on on all LM_playerControllers) // This ensures there will only be one in the scene, attached to the active camera playerCamera.gameObject.AddComponent <AudioListener>(); // Set up Overhead Camera (for map task or any other top-down viewed tasks) overheadCamera = GameObject.Find("OverheadCamera").GetComponent <Camera> (); // ------------------------------------------ // Configure Player properties // ------------------------------------------ playerCamera.enabled = true; overheadCamera.enabled = false; Cursor.visible = false; // Set the avatar and hud avatar = player; hud = avatar.GetComponent("HUD") as HUD; hud.showOnlyHUD(); // ------------------------------------------ // Handle the config file // ------------------------------------------ logfile = config.subjectPath + "/" + PlayerPrefs.GetString("expID") + "_" + config.subject + "_" + config.level + ".log"; configfile = config.expPath + "/" + config.filename; //when in editor if (!config.bootstrapped) { if (!Directory.Exists(Directory.GetCurrentDirectory() + "/data/tmp/")) { Directory.CreateDirectory(Directory.GetCurrentDirectory() + "/data/tmp/"); } logfile = Directory.GetCurrentDirectory() + "/data/tmp/" + "test.log"; configfile = Directory.GetCurrentDirectory() + "/data/tmp/" + config.filename; PlayerPrefs.SetString("expID", "TEST"); } if (config.runMode == ConfigRunMode.NEW) { dblog = new dbLog(logfile); } else if (config.runMode == ConfigRunMode.RESUME) { dblog = new dbPlaybackLog(logfile); } else if (config.runMode == ConfigRunMode.PLAYBACK) { CharacterController c = avatar.GetComponent <CharacterController>(); c.detectCollisions = false; dblog = new dbPlaybackLog(logfile); } //start session dblog.log("EXPERIMENT:\t" + PlayerPrefs.GetString("expID") + "\tSUBJECT:\t" + config.subject + "\tSTART_SCENE\t" + config.level + "\tSTART_CONDITION:\t" + config.condition + "\tUI:\t" + userInterface.ToString(), 1); Debug.Log(XRSettings.loadedDeviceName); }
static void Main(string[] args) { Batch batch = new Batch("Greenwich Bank"); UserInterface.EnterNumberOfCustomer(); int option; string customerId; UserInterface.ShowBatchInfo(batch); UserInterface.ShowMenuControl(); do { option = UserInterface.EnterOption(); switch (option) { case 1: //enter a list customer int numberOfCustomer = UserInterface.EnterNumberOfCustomer(); UserInterface.EnterListCustomer(); for (int i = 0; i < numberOfCustomer; i++) { batch.AddCustomer(new Customer( UserInterface.EnterCustomerId(), UserInterface.EnterCustomerFullName(), UserInterface.EnterCustomerBalance() )); } break; case 2: //add batch.AddCustomer(new Customer( UserInterface.EnterCustomerId(), UserInterface.EnterCustomerFullName(), UserInterface.EnterCustomerBalance()) ); UserInterface.ShowBatchInfo(batch); break; case 3: //find customerId = UserInterface.EnterCustomerId(); if (batch.FindCustomerById(customerId) != null) { UserInterface.ShowCustomerInfo(batch.FindCustomerById(customerId)); } else { UserInterface.NotFound(); } break; case 4: //edit balance customerId = UserInterface.EnterCustomerId(); if (batch.FindCustomerById(customerId) == null) { UserInterface.NotFound(); } else { string customerName = UserInterface.EnterCustomerFullName(); double customerBalance = UserInterface.EnterCustomerBalance(); batch.EditCustomerById(customerId, customerName, customerBalance); UserInterface.Done(); } break; case 5: //show all customer info UserInterface.ShowAllCustomerInfo(); UserInterface.ShowBatch(batch); break; case 6: //exit UserInterface.ExitProgram(option); break; default: UserInterface.EnterOptionAgain(); break; } } while (option != 6); Console.ReadLine(); }
void InitializeUI() { SoftColor = UserInterface.SoftColor; UserInterface.SetFlatButtonColor(btnSelectProduct, SoftColor); UserInterface.SetFlatButtonColor(btnAddStock, SoftColor); }
public void Evaluate(GameTime gameTime, Control focused, UserInterface ui) { if (!currentState.IsConnected) return; var type = typeof(GamepadDevice); for (var control = focused; control != null; control = control.Parent) { control.Gestures.Evaluate(gameTime, this); if (control.Gestures.BlockedDevices.Contains(type)) break; } ui.EvaluateGlobalGestures(gameTime, this, blocked); blocked.Clear(); }
void Start() { instance = this; }