Just as the name says, I want that for each certain name in an array a value is added to a int.
For example: if there are 3 strings of the same name in the array, then 3 times 50 will be added to the value.
This is my script I have now:
var lootList = new Array();
var interaction : Texture;
var interact = false;
var position : Rect;
var ching : AudioClip;
var lootPrice = 0;
function Update()
{
print(lootList);
if ("chalice" in lootList){
lootPrice += 50;
}
}
function Start()
{
position = Rect( ( Screen.width - interaction.width ) /2, ( Screen.height - interaction.height ) /2, interaction.width, interaction.height );
}
function OnTriggerStay(col : Collider)
{
if(col.gameObject.tag == "loot")
{
interact = true;
if(Input.GetKeyDown("e"))
{
if(col.gameObject.name == "chalice")
{
Destroy(col.gameObject);
print("chaliceObtained");
audio.clip = ching;
audio.pitch = Random.Range(0.8,1.2);
audio.Play();
interact = false;
lootList.Add("chalice");
}
if(col.gameObject.name == "moneyPouch")
{
Destroy(col.gameObject);
print("moneyPouchObtained");
audio.clip = ching;
audio.pitch = Random.Range(0.8,1.2);
audio.Play();
interact = false;
lootList.Add("moneyPouch");
}
if(col.gameObject.name == "ring")
{
Destroy(col.gameObject);
print("ringObtained");
audio.clip = ching;
audio.pitch = Random.Range(0.8,1.2);
audio.Play();
interact = false;
lootList.Add("ring");
}
if(col.gameObject.name == "goldCoins")
{
Destroy(col.gameObject);
print("coldCoinsObtained");
audio.clip = ching;
audio.pitch = Random.Range(0.8,1.2);
audio.Play();
interact = false;
lootList.Add("goldCoins");
}
if(col.gameObject.name == "plate")
{
Destroy(col.gameObject);
print("plateObtained");
audio.clip = ching;
audio.pitch = Random.Range(0.8,1.2);
audio.Play();
interact = false;
lootList.Add("plate");
}
}
}
}
function OnTriggerExit(col : Collider)
{
if(col.gameObject.tag == "pouch")
{
interact = false;
}
}
function OnGUI()
{
if(interact == true)
{
GUI.DrawTexture(position, interaction);
GUI.color.a = 1;
}
}
It's for a game I'm making where you can steal items for extra score points.
I've tried using the for(i = 0; i < variable.Length; i++) but that didn't seem to work.
The only thing I can think of now is using booleans to add it once. But that isn't memory friendly.
Help is appreciated and thanks in advance!
You could use the standard .forEach(callback) method:
lootList.forEach(function(value, index, array)
{
if (value === "chalice") { lootPrice += 50; }
});
If you don't have that method, you could implement it like this:
if (!Array.prototype.forEach) {
Array.prototype.forEach = function (callback) {
for(var i = 0; i < this.length; i++) { callback(this[i], i, this); }
}
}
Related
I'm making a web editor application using CefSharp WinForms library, but I couldn't find a way to replace text from CefSharp API.
There is a find method in WebBrowserExtensions but no replace method.
Question 1:
Does anyone know where replacing text method is in CefSharp?
Or there is no way to replace text in CefSharp? If yes, I need to find a detour for it.
Question 2:
There are yellow blocks marked found words when I try Find method, but those blocks are not a part of selection range of window object in HTML. Are those blocks made by native not web browser?
Answer:
I made "find and replace" function by myself using javascript, so if someone tries to do something like me then you can use below codes:
var lastsearchedNodeIndex = -1;
var lastSearchedTextIndex = -1;
var lastRange = null;
function getTextLengthFromStartTo(targetNodeIndex) {
var childNodes = editor.childNodes;
var textLength = 0;
if (targetNodeIndex >= childNodes.length) {
return editor.textContent.length;
}
for (var i = 0; i < targetNodeIndex; i++) {
if (childNodes[i].textContent != null) {
textLength += childNodes[i].textContent.length;
}
}
return textLength;
}
function getCurrentCaretIndex() {
var currentCaretIndex = 0;
var doc = editor.ownerDocument || editor.document;
var win = doc.defaultView || doc.parentWindow;
var sel;
if (typeof win.getSelection != "undefined") {
sel = win.getSelection();
if (sel.rangeCount > 0) {
var range = win.getSelection().getRangeAt(0);
var preCaretRange = range.cloneRange();
preCaretRange.selectNodeContents(editor);
preCaretRange.setEnd(range.endContainer, range.endOffset);
currentCaretIndex = preCaretRange.toString().length;
}
} else if ( (sel = doc.selection) && sel.type != "Control") {
var textRange = sel.createRange();
var preCaretTextRange = doc.body.createTextRange();
preCaretTextRange.moveToElementText(editor);
preCaretTextRange.setEndPoint("EndToEnd", textRange);
currentCaretIndex = preCaretTextRange.text.length;
}
return currentCaretIndex;
}
function getCurrentNodeIndexAtCaret(caretIndex) {
if (caretIndex == 0) {
return 0;
}
var currentNodeIndex = -1;
for (var i = 0; i < editor.childNodes.length; i++) {
var frontTextLength = getTextLengthFromStartTo(i);
var backTextLength = getTextLengthFromStartTo(i + 1);
if (caretIndex > frontTextLength && caretIndex <= backTextLength) {
currentNodeIndex = i;
break;
}
}
return currentNodeIndex;
}
function getCurrentTextIndexInNodexAtCaret(nodeIndex, caretIndex) {
var textLength = getTextLengthFromStartTo(nodeIndex);
var textIndex = caretIndex - textLength;
return (textIndex < 0) ? 0 : textIndex;
}
function clearSelection() {
if (window.getSelection().rangeCount > 0) {
if (lastRange != null) {
window.getSelection().removeAllRanges();
lastRange.collapse(true);
window.getSelection().addRange(lastRange);
}
}
}
function getTextNodesIn(node) {
var textNodes = [];
if (node.nodeType == 3) {
textNodes.push(node);
} else {
var children = node.childNodes;
for (var i = 0, len = children.length; i < len; ++i) {
textNodes.push.apply(textNodes, getTextNodesIn(children[i]));
}
}
return textNodes;
}
function setSelectionRange(el, start, end) {
if (document.createRange && window.getSelection) {
var range = document.createRange();
range.selectNodeContents(el);
var textNodes = getTextNodesIn(el);
var foundStart = false;
var charCount = 0, endCharCount;
for (var i = 0, textNode; textNode = textNodes[i++]; ) {
endCharCount = charCount + textNode.length;
if (!foundStart && start >= charCount && (start < endCharCount || (start == endCharCount && i <= textNodes.length))) {
range.setStart(textNode, start - charCount);
foundStart = true;
}
if (foundStart && end <= endCharCount) {
range.setEnd(textNode, end - charCount);
break;
}
charCount = endCharCount;
}
var sel = window.getSelection();
sel.removeAllRanges();
sel.addRange(range);
lastRange = range;
sel.anchorNode.parentElement.scrollIntoView();
} else if (document.selection && document.body.createTextRange) {
var textRange = document.body.createTextRange();
textRange.moveToElementText(el);
textRange.collapse(true);
textRange.moveEnd("character", end);
textRange.moveStart("character", start);
textRange.select();
}
}
function findText(text, caseSensitive) {
var currentCaretIndex = getCurrentCaretIndex();
clearSelection();
var regex;
if (caseSensitive) {
regex = text;
} else {
regex = new RegExp(text, "gi");
}
var childNodes = editor.childNodes;
var startNodeIndex = getCurrentNodeIndexAtCaret(currentCaretIndex);
var endNodeIndex = childNodes.length;
var startTextIndex = 0;
if (window.getSelection().focusOffset == 1) {
startTextIndex = lastSearchedTextIndex + 1;
} else {
startTextIndex = getCurrentTextIndexInNodexAtCaret(startNodeIndex, currentCaretIndex);
}
var searchedTextIndex = -1;
var searchedNodeIndex = 0;
var searchTargetSentence = null;
var searchLoopCount = 0;
if (currentCaretIndex == editor.textContent.length) {
startNodeIndex = 0;
startTextIndex = 0;
}
do
{
for (var i = startNodeIndex; i < endNodeIndex; i++) {
if (typeof (childNodes[i].textContent) == undefined || childNodes[i].textContent == null) {
startTextIndex = 0;
continue;
}
if (startTextIndex == childNodes[i].textContent.length) {
startTextIndex = 0;
continue;
}
if (startTextIndex > 0) {
searchTargetSentence = childNodes[i].textContent.substring(startTextIndex, childNodes[i].textContent.length);
} else {
searchTargetSentence = childNodes[i].textContent;
}
searchedTextIndex = searchTargetSentence.search(regex);
if (searchedTextIndex > -1) {
searchedTextIndex += startTextIndex;
searchedNodeIndex = i;
break;
}
startTextIndex = 0;
}
if (searchedTextIndex == -1) {
endNodeIndex = startNodeIndex + 1;
startNodeIndex = 0;
searchLoopCount++;
}
} while (searchLoopCount < 2 && searchedTextIndex == -1);
lastsearchedNodeIndex = searchedNodeIndex;
lastSearchedTextIndex = searchedTextIndex;
if (searchedNodeIndex > -1 && searchedTextIndex > -1) {
var textStartIndex = getTextLengthFromStartTo(searchedNodeIndex) + searchedTextIndex;
setSelectionRange(editor, textStartIndex, textStartIndex + text.length);
return true;
} else {
return false;
}
}
function replaceText(textToFind, textToReplace, caseSensitive) {
if (findText(textToFind, caseSensitive) == true) {
var sel, range;
if (window.getSelection) {
sel = window.getSelection();
if (sel.rangeCount) {
range = sel.getRangeAt(0);
range.deleteContents();
range.insertNode(document.createTextNode(textToReplace));
}
} else if (document.selection && document.selection.createRange) {
range = document.selection.createRange();
range.text = textToReplace;
}
return true;
} else {
return false;
}
}
There are no replace text method in CefSharp.
I think you have two options
Implement in javascript/html in the browser (DIY or something
like Tiny)
Manipulating the html from C# using GetSourceAsync and LoadHtml (Documentation)
Second question - I think you may be able to at least read the hits using the FindHandler. Have not tested this myself.
When I'm going to draw the next stage at frame 2 my enemies did nothing.
When the stage1 finished I remove the listeners and at stage 2 I add it back.
So, How can I use the array that I have at frame 1 to another frame?
stop();
var enemy1Array:Array = new Array();
for (var e1:int = numChildren - 1; e1 >= 0; e1--)
{
var childe1:DisplayObject = getChildAt(e1);
if (childe1.name.indexOf("enemy")>-1)
{
enemy1Array.push(MovieClip(childe1));
MovieClip(childe1).hitPoints=enemykoufoueshitpoints;
}
}
stage.addEventListener(Event.ENTER_FRAME,loop);
function loop(event:Event):void
{
for(var e:int=enemy1Array.length-1;e>=0;e--)
{
if (playerrun == true)
{
enemy1Array[e].x -=speedall;
}
if (playerrunback == true)
{
enemy1Array[e].x +=speedall;
}
if (enemy1Array[e].hitTestPoint(player.x+5,player.y-40))
{
trace("i heart the player");
zoihit++;
enemy1Array[e].x +=70;
enemy1Array[e].gotoAndPlay(1);
}
if (enemy1Array[e].hitTestPoint(player.x-5,player.y-40))
{
trace("i heart the player");
zoihit++;
enemy1Array[e].x -=70;
enemy1Array[e].gotoAndPlay(1);
}
if (enemy1Array[e].hitTestObject(knife)&&attackright == true)
{
attackright = false;
enemy1Array[e].hitPoints -= knifedamage;
enemy1Array[e].gotoAndPlay(1);
}
if (enemy1Array[e].hitTestObject(knife)&&attackleft == true)
{
attackleft = false;
enemy1Array[e].hitPoints -= knifedamage;
enemy1Array[e].gotoAndPlay(1);
}
if (enemy1Array[e].hitPoints <= 0)
{
var thkiamantoui:thkiamanti= new thkiamanti;
diamondArray.push(thkiamantoui);
this.addChild(thkiamantoui);
thkiamantoui.gotoAndStop(2);
thkiamantoui.x = enemy1Array[e].x;
thkiamantoui.y = enemy1Array[e].y-5.05;
enemy1Array[e].parent.removeChild(enemy1Array[e]);
enemy1Array.splice(e,1);
}
if(enemy1Array[e].hitTestObject(dioswall))
{
enemy1Array[e].parent.removeChild(enemy1Array[e]);
enemy1Array.splice(e,1);
}
}
if(stage2.hitTestObject(playerhit))
{
stage.removeEventListener(Event.ENTER_FRAME,loop);
gotoAndPlay(2);
}
}
How can I sort an arraylist in Typescript by multiple fields.
For example, I have this object:
enter image description here
My single sort method works fine:
private sortFunction(a: RSFolderObject, b: RSFolderObject) {
var a_label = a.label.toLowerCase();
var b_label = b.label.toLowerCase();
if (a_label < b_label) {
return -1;
} else if (a_label > b_label) {
return 1;
} else {
return 0;
}
}
For multiple sorting I used that:
private sortFunction(a: RSFolderObject, b: RSFolderObject) {
var a_label = a.label.toLowerCase();
var b_label = b.label.toLowerCase();
var a_description = a.description[0].toLowerCase().replace("\\", "");
var b_description = b.description[0].toLowerCase().replace("\\", "");
if (a_label < b_label || a_description < b_description) {
return -1;
} else if (a_label > b_label || a_description > b_description) {
return 1;
} else {
return 0;
}
}
But it does not work.
OK, I solved it like this:
private sortFunction(a: RSFolderObject, b: RSFolderObject) {
var a_label = a.label.toLowerCase();
var b_label = b.label.toLowerCase();
var a_description = a.description[0].toLowerCase().replace("\\", "");
var b_description = b.description[0].toLowerCase().replace("\\", "");
if (a_label < b_label) {
return -1;
}
else if (a_label > b_label) {
return 1;
}
else {
if (a_description < b_description) {
return -1;
}
else if (a_description > b_description) {
return 1;
}
else {
return 0;
}
}
}
I am trying to search text on table using angular ..I am able to search text in table .But my search works when I press enter or “search button” .Example when I write “Active” it not show the result but when I press enter or press search button it show the output .can we do the like search like autocomplete .Example when I press “a’ it show all item which start from “a” .Then if user write “ac” then show “ac” value ..same like that .when user write “active “ it show rows which have “active” without using search button or enter .can we make add filter so that it works properly ?
here is my code
$scope.searchInvoices = function(evt, queryval) {
$scope.haveNorecordFound = true;
if (typeof queryval != "undefined" && queryval.length === 0 || evt.keyCode === 13 || evt.type === 'click') {
if (typeof queryval == "undefined" || queryval.length === 0) {
console.log("if===")
isfilterOccured = false;
$scope.tasklist_records = $scope.total_tasklist_records;
$scope.totalNumberOfrecord = $scope.tasklist_records.length + " records found."
} else {
console.log("esle===")
var recordset = $scope.serachObject;
results = [];
var recordsetLength = recordset.length;
var searchVal = queryval.toLowerCase();
var i, j;
for (i = 0; i < recordsetLength; i++) {
var record = recordset[i].columns;
for (j = 0; j < record.length; j++) {
if (record[j].value != null) {
var invoice = record[j].value.toLowerCase();
if (invoice.indexOf(searchVal) >= 0) {
results.push(recordset[i]);
}
}
}
}
var nameOrPathValues = results.map(function(o) {
var result = {};
o.columns.forEach(function(c) {
result[c.fieldNameOrPath] = c.value;
});
return result;
});
console.log("serach");
console.log(nameOrPathValues);
var objectarray = nameOrPathValues.map(function(o) {
var result = {};
collectNameOrPath.forEach(function(name) {
result[name] = o[name];
});
return result;
});
isfilterOccured = true;
$scope.tasklist_records = objectarray;
if ($scope.tasklist_records.length == 0) {
$scope.haveNorecordFound = false;
} else {
$scope.totalNumberOfrecord = $scope.tasklist_records.length + " records found."
}
}
}
};
After debugging in code, I found that you're biding function on either enter button press or search click. That's why it was not working on ng-keyup. Please replace your function from below code.
$scope.searchInvoices = function(evt, queryval) {
console.log(queryval)
$scope.haveNorecordFound = true;
var recordset = $scope.serachObject;
results = [];
var recordsetLength = recordset.length;
var searchVal = queryval.toLowerCase();
var i, j;
for (i = 0; i < recordsetLength; i++) {
var record = recordset[i].columns;
for (j = 0; j < record.length; j++) {
if (record[j].value != null) {
var invoice = record[j].value.toLowerCase();
if (invoice.indexOf(searchVal) >= 0) {
results.push(recordset[i]);
}
}
}
}
var nameOrPathValues = results.map(function(o) {
var result = {};
o.columns.forEach(function(c) {
result[c.fieldNameOrPath] = c.value;
});
return result;
});
console.log("serach");
console.log(nameOrPathValues);
var objectarray = nameOrPathValues.map(function(o) {
var result = {};
collectNameOrPath.forEach(function(name) {
result[name] = o[name];
});
return result;
});
isfilterOccured = true;
$scope.tasklist_records = objectarray;
if ($scope.tasklist_records.length == 0) {
$scope.haveNorecordFound = false;
} else {
$scope.totalNumberOfrecord = $scope.tasklist_records.length + " records found."
}
};
Is there a formal property bag for Angular? I need a way to temporarily store variables and optionally save them between apps.
To save time, I whipped one up. It's here if anyone needs it, however I would love to find one in a framework that is supported by a team:
/**
* Created by Fred Lackey on 4/24/15.
*/
(function (module) {
var propertyBag = function (localStorage) {
var items = [];
var getIndex = function (key) {
if (!key || !key.trim || key.trim().length < 1) { return -1; }
if (items.length < 1) { return -1; }
for (var i = 0; i < items.length; i += 1) {
if (items[i].key.toLowerCase() === key.toLowerCase()) { return i; }
}
return -1;
};
var exists = function (key) {
return (getIndex(key) >= 0);
};
var getItem = function (key) {
var index = getIndex(key);
return (index >= 0) ? items[index] : null;
};
var getValue = function (key) {
var index = getIndex(key);
return (index >= 0) ? items[index].value : null;
};
var putItem = function (key, value) {
if (!key || !key.trim || key.trim().length < 1) { return; }
var index = getIndex(key);
if (index >= 0) {
items[index].value = value;
} else {
items.push({ key: key, value: value });
}
};
var removeItem = function (key) {
var index = getIndex(key);
if (index >= 0) { items.splice(index, 1); }
};
var count = function () {
return items.length;
};
var saveBag = function (key) {
if (!key || !key.trim || key.trim().length < 1) { return; }
localStorage.add(key, items);
};
var loadBag = function (key) {
if (!key || !key.trim || key.trim().length < 1) { return; }
var bag = localStorage.get(key);
if (!bag || !bag.length) { return; }
for (var i = 0; i < bag.length; b += 1) {
if (!bag[i].key || !bag[i].key.trim || bag[i].key.trim().length < 1) { continue; }
putItem(bag[i].key, bag[i].value);
}
localStorage.remove(key);
};
return {
getItem: getItem,
exists: exists,
getValue: getValue,
putItem: putItem,
removeItem: removeItem,
count: count,
save: saveBag,
load: loadBag
};
};
module.factory('propertyBag', propertyBag);
})(angular.module('common'));
Here's the local storage code if you don't already have one (referenced in the code above)...
(function (module) {
var localStorage = function ($window) {
var store = $window.localStorage;
var add = function (key, value) {
value = angular.toJson(value);
store.setItem(key, value);
};
var get = function (key) {
var value = store.getItem(key);
if (value) {
value = angular.fromJson(value);
}
return value;
};
var remove = function (key) {
store.removeItem(key);
};
return {
add: add,
get: get,
remove: remove
}
};
module.factory('localStorage', localStorage);
})(angular.module('common'));