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C# LoadMode类代码示例

本文整理汇总了C#中LoadMode的典型用法代码示例。如果您正苦于以下问题:C# LoadMode类的具体用法?C# LoadMode怎么用?C# LoadMode使用的例子?那么恭喜您, 这里精选的类代码示例或许可以为您提供帮助。


LoadMode类属于命名空间,在下文中一共展示了LoadMode类的15个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C#代码示例。

示例1: OnLevelLoaded

        public override void OnLevelLoaded(LoadMode mode)
        {
            if (mode != LoadMode.LoadGame && mode != LoadMode.NewGame && mode != LoadMode.NewMap && mode != LoadMode.LoadMap)
                return;

            lastLoadMode_ = mode;

            UIView view = UIView.GetAView();
            UITabstrip tabStrip = null;

            whatsNewPanelGameObject = new GameObject("whatsNewPanel");
            this.whatsNewPanel = whatsNewPanelGameObject.AddComponent<WhatsNewPanel>();
            this.whatsNewPanel.transform.parent = view.transform;
            this.whatsNewPanel.Hide();

            exportPanelGameObject = new GameObject("exportPanel");
            this.exportPanel = exportPanelGameObject.AddComponent<ExportPanel>();
            this.exportPanel.transform.parent = view.transform;
            this.exportPanel.whatsNewPanel = whatsNewPanel;
            this.exportPanel.Hide();

            if (mode == LoadMode.NewGame || mode == LoadMode.LoadGame)
            {
                tabStrip =  ToolsModifierControl.mainToolbar.component as UITabstrip;
            }
            else
            {
                tabStrip = UIView.Find<UITabstrip>("MainToolstrip");
            }

            buttonObject = UITemplateManager.GetAsGameObject("MainToolbarButtonTemplate");
            buttonObject2 = UITemplateManager.GetAsGameObject("ScrollablePanelTemplate");
            menuButton = tabStrip.AddTab("cimtographerMod", buttonObject, buttonObject2, new Type[] { }) as UIButton;
            menuButton.eventClick += uiButton_eventClick;
        }
开发者ID:GRANTSWIM4,项目名称:Cimtographer,代码行数:35,代码来源:MapperLoading.cs

示例2: OnLevelLoaded

        public override void OnLevelLoaded(LoadMode mode)
        {
            if (mode != LoadMode.LoadGame && mode != LoadMode.NewGame && mode != LoadMode.NewMap && mode != LoadMode.LoadMap)
                return;

            lastLoadMode_ = mode;

            UIView view = UIView.GetAView();
            UITabstrip tabStrip = null;

            whatsNewPanelGameObject = new GameObject("whatsNewPanel");
            this.whatsNewPanel = whatsNewPanelGameObject.AddComponent<WhatsNewPanel>();
            this.whatsNewPanel.transform.parent = view.transform;
            this.whatsNewPanel.Hide();

            exportPanelGameObject = new GameObject("exportPanel");
            this.exportPanel = exportPanelGameObject.AddComponent<ExportPanel>();
            this.exportPanel.transform.parent = view.transform;
            this.exportPanel.whatsNewPanel = whatsNewPanel;
            this.exportPanel.Hide();

            if (mode == LoadMode.NewGame || mode == LoadMode.LoadGame)
            {
                tabStrip =  ToolsModifierControl.mainToolbar.component as UITabstrip;
            }
            else
            {
                tabStrip = UIView.Find<UITabstrip>("MainToolstrip");
            }

            if (m_tabButton == null)
            {
                GameObject buttonGameObject = UITemplateManager.GetAsGameObject("MainToolbarButtonTemplate");
                GameObject pageGameObject = UITemplateManager.GetAsGameObject("ScrollablePanelTemplate");
                m_tabButton = tabStrip.AddTab("Road Namer", buttonGameObject, pageGameObject, new Type[] { }) as UIButton;

                UITextureAtlas atlas = CimToolsHandler.CimToolBase.SpriteUtilities.GetAtlas("CimtographerIcons");

                m_tabButton.eventClicked += uiButton_eventClick;
                m_tabButton.tooltip = "Cimtographer";
                m_tabButton.foregroundSpriteMode = UIForegroundSpriteMode.Fill;

                if (atlas != null)
                {
                    m_tabButton.atlas = atlas;
                    m_tabButton.normalFgSprite = "ToolbarFGIcon";
                    m_tabButton.focusedFgSprite = "ToolbarFGIcon";
                    m_tabButton.hoveredFgSprite = "ToolbarFGIcon";
                    m_tabButton.disabledFgSprite = "ToolbarFGIcon";
                    m_tabButton.pressedFgSprite = "ToolbarFGIcon";
                    m_tabButton.focusedBgSprite = "ToolbarBGFocused";
                    m_tabButton.hoveredBgSprite = "ToolbarBGHovered";
                    m_tabButton.pressedBgSprite = "ToolbarBGPressed";
                }
                else
                {
                    Debug.LogError("Cimtographer: Could not find atlas.");
                }
            }
        }
开发者ID:PropaneDragon,项目名称:Cimtographer,代码行数:60,代码来源:MapperLoading.cs

示例3: OnLevelLoaded

 /// <summary>
 /// Optional
 /// This core function will get called just after the Level - aka your map has been fully loaded.
 /// That means the game data has all been read from your file and the simulation is ready to go.
 /// </summary>
 /// <param name="mode">a LoadMode enum (ie newgame,newmap,loadgame,loadmap,newasset,loadassett)</param>
 public override void OnLevelLoaded(LoadMode mode)
 {
     base.OnLevelLoaded(mode);  //call the original implemenation first if does anything... it doesn't actually but whatever maybe some day it might.
     CurrentLoadMode = mode; //save this guy for later.
     try
     {
         if (SomeModName.DEBUG_LOG_ON && SomeModName.DEBUG_LOG_LEVEL > 0) { Logger.dbgLog("LoadMode:" + mode.ToString()); }
         if (SomeModName.isEnabled == true)
         {
             // only setup gui when in a real game, not in the asset editor
             if (mode == LoadMode.LoadGame || mode == LoadMode.NewGame || mode==LoadMode.LoadMap ||mode==LoadMode.NewMap )
             {
                 if (SomeModName.DEBUG_LOG_ON) { Logger.dbgLog("Asset modes not detcted, setting up gui."); }
                 SetupGui();  //setup gui
             }
         }
         else
         {
             //This should technically never happen, but why not account for it anyway.
             if (SomeModName.DEBUG_LOG_ON) { Logger.dbgLog("We fired when we were not even enabled active??"); }
             RemoveGui();
         }
     }
     catch(Exception ex)
     { Logger.dbgLog("Error:", ex, true); }
 }
开发者ID:Knighth,项目名称:Sample-SomeMod,代码行数:32,代码来源:SomeModNameLoader.cs

示例4: OnLevelLoaded

        public override void OnLevelLoaded(LoadMode mode)
        {
            EconomyManager em = Singleton<EconomyManager>.instance;
            DifficultyManager d = Singleton<DifficultyManager>.instance;

            if (mode == LoadMode.NewGame)
            {
                int moneyToAdd = (d.InitialMoney.Value - 70) * 100000;
                em.AddResource(EconomyManager.Resource.LoanAmount, moneyToAdd, ItemClass.Service.None, ItemClass.SubService.None, ItemClass.Level.None);
            }

            if (mode == LoadMode.NewGame || mode == LoadMode.LoadGame)
            {
                for (int i = 0; i < 3; i++)
                {
                    EconomyManager.Bank bank = em.m_properties.m_banks[i];
                    EconomyManager.LoanInfo li = bank.m_loanOffers[0];

                    li.m_amount = (int)Math.Round(0.01f * li.m_amount * d.LoanMultiplier.Value);
                    li.m_length = (int)Math.Round(0.01f * li.m_length * d.LoanMultiplier.Value);

                    bank.m_loanOffers[0] = li;
                    em.m_properties.m_banks[i] = bank;
                    //DebugOutputPanel.AddMessage(PluginManager.MessageType.Message, bank.m_bankName);
                }
            }

            Achievements.Update();

            PrefabsManager.UpdatePrefabs(false);
        }
开发者ID:Hinaata,项目名称:Cities-Skyline-Difficulty-Tuning-Mod,代码行数:31,代码来源:LoadingExtension.cs

示例5: OnLevelLoaded

        public override void OnLevelLoaded(LoadMode mode)
        {
            if (mode != LoadMode.LoadGame && mode != LoadMode.NewGame && mode != LoadMode.NewMap && mode != LoadMode.LoadMap)
                return;
            _mode = mode;

            buildingWindowGameObject = new GameObject("buildingWindowObject");

            var view = UIView.GetAView();
            this.buildingWindow = buildingWindowGameObject.AddComponent<MapperWindow7>();
            this.buildingWindow.transform.parent = view.transform;
            this.buildingWindow.position = new Vector3(300, 122);
            this.buildingWindow.Hide();

            UITabstrip strip = null;
            if (mode == LoadMode.NewGame || mode == LoadMode.LoadGame)
            {
                strip =  ToolsModifierControl.mainToolbar.component as UITabstrip;
            }
            else
            {
                strip = UIView.Find<UITabstrip>("MainToolstrip");
            }

            buttonObject = UITemplateManager.GetAsGameObject("MainToolbarButtonTemplate");
            buttonObject2 = UITemplateManager.GetAsGameObject("ScrollablePanelTemplate");
            menuButton = strip.AddTab("mapperMod", buttonObject, buttonObject2, new Type[] { }) as UIButton;
            menuButton.eventClick += uiButton_eventClick;
        }
开发者ID:GlitchedMan,项目名称:Cities-Skylines-Mapper,代码行数:29,代码来源:MapperLoading.cs

示例6: OnLevelLoaded

 public override void OnLevelLoaded(LoadMode mode)
 {
     if (mode == LoadMode.NewGame || mode == LoadMode.LoadGame)
     {
         Redirector.PerformRedirections((ulong)PathfindingOptions);
     }
 }
开发者ID:Katalyst6,项目名称:CSL.TransitAddonMod,代码行数:7,代码来源:PathfindingModule.Loading.cs

示例7: OnLevelLoaded

        public override void OnLevelLoaded(LoadMode mode)
        {
            if (!(mode == LoadMode.LoadGame || mode == LoadMode.NewGame))
            {
                return;
            }
            try
            {
                LoadResources();
                if (buildTool == null)
                {
                    GameObject gameController = GameObject.FindWithTag("GameController");
                    buildTool = gameController.AddComponent<InGameTerrainTool>();
                    Texture2D tex = loadTextureFromAssembly("TerraformTool.builtin_brush_4.png", false);
                    buildTool.m_atlas = terraform_atlas;
                    buildTool.CreateButtons();
                    buildTool.m_brush = tex;
                    buildTool.m_mode = InGameTerrainTool.Mode.Point;
                    buildTool.enabled = false;

                    GameObject.FindObjectOfType<ToolController>().Tools[0].enabled = true;
                }
            }
            catch (Exception e)
            {
                Debug.Log(e.ToString());
            }
        }
开发者ID:firefrorefiddle,项目名称:SkylinesTerraform,代码行数:28,代码来源:Mod.cs

示例8: OnLevelLoaded

        public override void OnLevelLoaded(LoadMode mode)
        {
            _mode = mode;

            // don't load mod in asset and map editor
            if (mode != LoadMode.LoadGame && mode != LoadMode.NewGame)
                return;

            // attach extended panels
            var view = UIView.GetAView();

            var goBus = new GameObject("ExtendedBusPanel");
            _extendedBusPanel = goBus.AddComponent<UITransportPanel>();
            _extendedBusPanel.transform.parent = view.transform;
            _extendedBusPanel.Type = TransportInfo.TransportType.Bus;

            var goMetro = new GameObject("ExtendedMetroPanel");
            _extendedMetroPanel = goMetro.AddComponent<UITransportPanel>();
            _extendedMetroPanel.transform.parent = view.transform;
            _extendedMetroPanel.Type = TransportInfo.TransportType.Metro;

            var goTrain = new GameObject("ExtendedTrainPanel");
            _extendedTrainPanel = goTrain.AddComponent<UITransportPanel>();
            _extendedTrainPanel.transform.parent = view.transform;
            _extendedTrainPanel.Type = TransportInfo.TransportType.Train;

            HookIntoNativeUI();
        }
开发者ID:asceth,项目名称:Skylines-ExtendedPublicTransport,代码行数:28,代码来源:Mod.cs

示例9: OnLevelLoaded

 public override void OnLevelLoaded(LoadMode mode)
 {
     base.OnLevelLoaded(mode);
     Pillars.Initialize();
     NoPillarsUI.Initialize();
     NoPillarsMonitor.Initialize();
 }
开发者ID:earalov,项目名称:Skylines-NoPillars,代码行数:7,代码来源:LoadingExtension.cs

示例10: OnLevelLoaded

 public override void OnLevelLoaded(LoadMode mode)
 {
     if (ThreadingExtension.Instance != null)
     {
         ThreadingExtension.Instance.OnLevelLoaded(mode);
     }
 }
开发者ID:EmperorOfDoom,项目名称:change-road-height,代码行数:7,代码来源:LoadingExtension.cs

示例11: OnLevelLoaded

 public override void OnLevelLoaded(LoadMode mode)
 {
     if (mode == LoadMode.LoadAsset || mode == LoadMode.NewAsset)
     {
         SelectAIPanel.Insert();
     }
 }
开发者ID:dluechoy,项目名称:BuildingAIChanger,代码行数:7,代码来源:BuildingAIChanger.cs

示例12: OnLevelLoaded

 public override void OnLevelLoaded (LoadMode mode) {
     // See https://gist.github.com/reima/9ba51c69f65ae2da7909
     var ui = UIView.GetAView();
     var button = (UIButton) ui.AddUIComponent (typeof(UIButton));
     // Set the button's text and size.
     button.text = "Deduplicate Trees";
     button.width = 200;
     button.height = 30;
     // Style the button to look like a menu button.
     button.normalBgSprite = "ButtonMenu";
     button.disabledBgSprite = "ButtonMenuDisabled";
     button.hoveredBgSprite = "ButtonMenuHovered";
     button.focusedBgSprite = "ButtonMenuFocused";
     button.pressedBgSprite = "ButtonMenuPressed";
     button.textColor = new Color32(255, 255, 255, 255);
     button.disabledTextColor = new Color32(7, 7, 7, 255);
     button.hoveredTextColor = new Color32(7, 132, 255, 255);
     button.focusedTextColor = new Color32(255, 255, 255, 255);
     button.pressedTextColor = new Color32(30, 30, 44, 255);
     button.playAudioEvents = true;
     // Place the button.
     // FIXME: Might overlap some other mods' buttons. (Traffic++?)
     button.transformPosition = new Vector3(-1.65f, 0.97f);
     // Set the callback for clicks.
     button.eventClick += OnButtonClick;
 }
开发者ID:WickedA,项目名称:skylines-tree-deduplicator,代码行数:26,代码来源:Main.cs

示例13: CreateToolbars

 public static void CreateToolbars(LoadMode loadMode)
 {
     foreach (var plugin in plugins)
     {
         plugin.CreateToolbars(loadMode);
     }
 }
开发者ID:earalov,项目名称:Skylines-NaturalResourcesBrush,代码行数:7,代码来源:Plugins.cs

示例14: OnLevelLoaded

        public override sealed void OnLevelLoaded(LoadMode mode)
        {
            _mode = mode;

            // Don't load in asset and map editor
            if (mode != LoadMode.LoadGame && mode != LoadMode.NewGame)
                return;

            try
            {
                ModLogger.Debug("Creating main window");

                // Get a handle to the main game view
                UIView aView = UIView.GetAView();

                // Create the gameobject and attach a mainwindow instance
                GameObject goMainWindow = new GameObject(WorkshopMonitorMainWindowGameObjectName);
                _mainWindow = goMainWindow.AddComponent<UIMainWindow>();
                _mainWindow.transform.parent = aView.transform;

                ModLogger.Debug("Main window created");
            }
            catch (Exception ex)
            {
                ModLogger.Error("An error occured while creating the main window");
                ModLogger.Exception(ex);
            }
        }
开发者ID:gertjanstulp,项目名称:CSWorkshopMonitor,代码行数:28,代码来源:UILoader.cs

示例15: ModuleBase

 protected ModuleBase(bool iocContainerCanBeNull, LoadMode supportedModes = LoadMode.All, int priority = DefaultModulePriority)
 {
     _iocContainerCanBeNull = iocContainerCanBeNull;
     _priority = priority;
     _supportedModes = supportedModes;
     _locker = new object();
 }
开发者ID:dbeattie71,项目名称:MugenMvvmToolkit,代码行数:7,代码来源:ModuleBase.cs


注:本文中的LoadMode类示例由纯净天空整理自Github/MSDocs等开源代码及文档管理平台,相关代码片段筛选自各路编程大神贡献的开源项目,源码版权归原作者所有,传播和使用请参考对应项目的License;未经允许,请勿转载。