Keys









How do I use Keys
Below are practical examples compiled from projects for learning and reference purposes

Featured Snippets


File name: frmDienTenTS.cs Copy
66         private void tbmathisinh_KeyPress(object sender, KeyPressEventArgs e)
67         {
68             if ((Keys)e.KeyChar==Keys.Enter)
69             {
70                 btbatdauthi_Click(null, null);
71             }
72         }
File name: frmLogin.cs Copy
125         private void txtmatkhau_KeyPress(object sender, KeyPressEventArgs e)
126         {
127             if ((Keys)e.KeyChar == Keys.Enter)
128             {
129                 btLog_Click(null, null);
130             }
131         }
File name: ChatGui.cs Copy
103     public void OnGUI()
104     {
105         if (!this.IsVisible)
106         {
107             return;
108         }
109
110         GUI.skin.label.wordWrap = true;
111         //GUI.skin.button.richText = true; // this allows toolbar buttons to have bold/colored text. nice to indicate new msgs
112         //GUILayout.Button("lala"); // as richText, html tags could be in text
113
114
115         if (Event.current.type == EventType.KeyDown && (Event.current.keyCode == KeyCode.KeypadEnter || Event.current.keyCode == KeyCode.Return))
116         {
117             if ("ChatInput".Equals(GUI.GetNameOfFocusedControl()))
118             {
119                 // focus on input -> submit it
120                 GuiSendsMsg();
121                 return; // showing the now modified list would result in an error. to avoid this, we just skip this single frame
122             }
123             else
124             {
125                 // assign focus to input
126                 GUI.FocusControl("ChatInput");
127             }
128         }
129
130         GUI.SetNextControlName("");
131         GUILayout.BeginArea(this.GuiRect);
132
133         GUILayout.FlexibleSpace();
134
135         if (this.chatClient.State != ChatState.ConnectedToFrontEnd)
136         {
137             GUILayout.Label("Not in chat yet.");
138         }
139         else
140         {
141             List channels = new List(this.chatClient.PublicChannels.Keys); // this could be cached
142             int countOfPublicChannels = channels.Count;
143             channels.AddRange(this.chatClient.PrivateChannels.Keys);
144
145             if (channels.Count > 0)
146             {
147                 int previouslySelectedChannelIndex = this.selectedChannelIndex;
148                 int channelIndex = channels.IndexOf(this.selectedChannelName);
149                 this.selectedChannelIndex = (channelIndex >= 0) ? channelIndex : 0;
150
151                 this.selectedChannelIndex = GUILayout.Toolbar(this.selectedChannelIndex, channels.ToArray(), GUILayout.ExpandWidth(false));
152                 this.scrollPos = GUILayout.BeginScrollView(this.scrollPos);
153
154                 this.doingPrivateChat = (this.selectedChannelIndex >= countOfPublicChannels);
155                 this.selectedChannelName = channels[this.selectedChannelIndex];
156
157                 if (this.selectedChannelIndex != previouslySelectedChannelIndex)
158                 {
159                     // changed channel -> scroll down, if private: pre-fill "to" field with target user's name
160                     this.scrollPos.y = float.MaxValue;
161                     if (this.doingPrivateChat)
162                     {
163                         string[] pieces = this.selectedChannelName.Split(new char[] {':'}, 3);
164                         this.userIdInput = pieces[1];
165                     }
166                 }
167
168                 GUILayout.Label(ChatGui.WelcomeText);
169
170                 if (this.chatClient.TryGetChannel(selectedChannelName, this.doingPrivateChat, out this.selectedChannel))
171                 {
172                     for (int i = 0; i < this.selectedChannel.Messages.Count; i++)
173                     {
174                         string sender = this.selectedChannel.Senders[i];
175                         object message = this.selectedChannel.Messages[i];
176                         GUILayout.Label(string.Format("{0}: {1}", sender, message));
177                     }
178                 }
179
180                 GUILayout.EndScrollView();
181             }
182         }
183
184
185         GUILayout.BeginHorizontal();
186         if (doingPrivateChat)
187         {
188             GUILayout.Label("to:", GUILayout.ExpandWidth(false));
189             GUI.SetNextControlName("WhisperTo");
190             this.userIdInput = GUILayout.TextField(this.userIdInput, GUILayout.MinWidth(100), GUILayout.ExpandWidth(false));
191             string focussed = GUI.GetNameOfFocusedControl();
192             if (focussed.Equals("WhisperTo"))
193             {
194                 if (this.userIdInput.Equals("username"))
195                 {
196                     this.userIdInput = "";
197                 }
198             }
199             else if (string.IsNullOrEmpty(this.userIdInput))
200             {
201                 this.userIdInput = "username";
202             }
203
204         }
205         GUI.SetNextControlName("ChatInput");
206         inputLine = GUILayout.TextField(inputLine);
207         if (GUILayout.Button("Send", GUILayout.ExpandWidth(false)))
208         {
209             GuiSendsMsg();
210         }
211         GUILayout.EndHorizontal();
212         GUILayout.EndArea();
213     }
File name: PickupDemoGui.cs Copy
15     public void OnGUI()
16     {
17         if (!PhotonNetwork.inRoom)
18         {
19             return;
20         }
21
22
23         if (this.ShowScores)
24         {
25             GUILayout.Label("Your Score: " + PhotonNetwork.player.GetScore());
26         }
27
28
29         if (this.ShowDropButton)
30         {
31             foreach (PickupItem item in PickupItem.DisabledPickupItems)
32             {
33                 if (item.PickupIsMine && item.SecondsBeforeRespawn <= 0)
34                 {
35                     if (GUILayout.Button("Drop " + item.name))
36                     {
37                         item.Drop(); // drops the item at the place where it originates
38                     }
39
40                     GameObject playerCharGo = PhotonNetwork.player.TagObject as GameObject;
41                     if (playerCharGo != null && GUILayout.Button("Drop here " + item.name))
42                     {
43                         // drop the item at some other place. next to the user's character would be fine...
44                         Vector3 random = Random.insideUnitSphere;
45                         random.y = 0;
46                         random = random.normalized;
47                         Vector3 itempos = playerCharGo.transform.position + this.DropOffset * random;
48
49                         item.Drop(itempos);
50                     }
51                 }
52             }
53         }
54
55
56         if (this.ShowTeams)
57         {
58             foreach (var teamName in PunTeams.PlayersPerTeam.Keys)
59             {
60                 GUILayout.Label("Team: " + teamName.ToString());
61                 List teamPlayers = PunTeams.PlayersPerTeam[teamName];
62                 foreach (PhotonPlayer player in teamPlayers)
63                 {
64                     GUILayout.Label(" " + player.ToStringFull() + " Score: " + player.GetScore());
65                 }
66             }
67
68             if (GUILayout.Button("to red"))
69             {
70                 PhotonNetwork.player.SetTeam(PunTeams.Team.red);
71             }
72             if (GUILayout.Button("to blue"))
73             {
74                 PhotonNetwork.player.SetTeam(PunTeams.Team.blue);
75             }
76         }
77     }
File name: IELdemo.cs Copy
59     public void OnGUI()
60     {
61         GUILayout.Space(10);
62         if (PhotonNetwork.isMasterClient)
63         {
64             GUILayout.Label("Move the cubes with the left and right keys. Run another client to check movement (smoothing) behaviour.");
65             GUILayout.Label("Ping: " + PhotonNetwork.GetPing());
66         }
67         else if (PhotonNetwork.isNonMasterClientInRoom)
68         {
69             GUILayout.Label("Check how smooth the movement is");
70             GUILayout.Label("Ping: " + PhotonNetwork.GetPing());
71         }
72         else
73         {
74             GUILayout.Label("Not connected..." + PhotonNetwork.connectionStateDetailed);
75         }
76     }
File name: Extensions.cs Copy
61     public static void Merge(this IDictionary target, IDictionary addHash)
62     {
63         if (addHash == null || target.Equals(addHash))
64         {
65             return;
66         }
67
68         foreach (object key in addHash.Keys)
69         {
70             target[key] = addHash[key];
71         }
72     }
File name: Extensions.cs Copy
82     public static void MergeStringKeys(this IDictionary target, IDictionary addHash)
83     {
84         if (addHash == null || target.Equals(addHash))
85         {
86             return;
87         }
88
89         foreach (object key in addHash.Keys)
90         {
91             // only merge keys of type string
92             if (key is string)
93             {
94                 target[key] = addHash[key];
95             }
96         }
97     }
File name: Extensions.cs Copy
119     public static Hashtable StripToStringKeys(this IDictionary original)
120     {
121         Hashtable target = new Hashtable();
122         foreach (DictionaryEntry pair in original)
123         {
124             if (pair.Key is string)
125             {
126                 target[pair.Key] = pair.Value;
127             }
128         }
129
130         return target;
131     }
File name: Extensions.cs Copy
139     public static void StripKeysWithNullValues(this IDictionary original)
140     {
141         object[] keys = new object[original.Count];
142         //original.Keys.CopyTo(keys, 0);
143         int i = 0;
144         foreach (object k in original.Keys)
145         {
146             keys[i++] = k;
147         }
148
149         for (int index = 0; index < keys.Length; index++)
150         {
151             var key = keys[index];
152             if (original[key] == null)
153             {
154                 original.Remove(key);
155             }
156         }
157     }
File name: LoadbalancingPeer.cs Copy
86         public virtual bool OpCreateRoom(string roomName, RoomOptions roomOptions, TypedLobby lobby, Hashtable playerProperties, bool onGameServer)
87         {
88             if (this.DebugOut >= DebugLevel.INFO)
89             {
90                 this.Listener.DebugReturn(DebugLevel.INFO, "OpCreateRoom()");
91             }
92
93             Dictionary op = new Dictionary();
94
95             if (!string.IsNullOrEmpty(roomName))
96             {
97                 op[ParameterCode.RoomName] = roomName;
98             }
99             if (lobby != null)
100             {
101                 op[ParameterCode.LobbyName] = lobby.Name;
102                 op[ParameterCode.LobbyType] = (byte)lobby.Type;
103             }
104
105             if (onGameServer)
106             {
107                 if (playerProperties != null && playerProperties.Count > 0)
108                 {
109                     op[ParameterCode.PlayerProperties] = playerProperties;
110                     op[ParameterCode.Broadcast] = true; // TODO: check if this also makes sense when creating a room?! // broadcast actor properties
111                 }
112
113
114                 if (roomOptions == null)
115                 {
116                     roomOptions = new RoomOptions();
117                 }
118
119                 Hashtable gameProperties = new Hashtable();
120                 op[ParameterCode.GameProperties] = gameProperties;
121                 gameProperties.MergeStringKeys(roomOptions.customRoomProperties);
122
123                 gameProperties[GameProperties.IsOpen] = roomOptions.isOpen; // TODO: check default value. dont send this then
124                 gameProperties[GameProperties.IsVisible] = roomOptions.isVisible; // TODO: check default value. dont send this then
125                 gameProperties[GameProperties.PropsListedInLobby] = roomOptions.customRoomPropertiesForLobby;
126                 if (roomOptions.maxPlayers > 0)
127                 {
128                     gameProperties[GameProperties.MaxPlayers] = roomOptions.maxPlayers;
129                 }
130                 if (roomOptions.cleanupCacheOnLeave)
131                 {
132                     op[ParameterCode.CleanupCacheOnLeave] = true; // this is actually setting the room's config
133                     gameProperties[GameProperties.CleanupCacheOnLeave] = true; // this is only informational for the clients which join
134                 }
135             }
136
137             // UnityEngine.Debug.Log("CreateGame: " + SupportClass.DictionaryToString(op));
138             return this.OpCustom(OperationCode.CreateGame, op, true);
139         }

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