When I press the x keyboard button, my player sprite won't attack for some reason. Is there anything I can do to help my sprite player to do an attack?
/// Obj_player Create Event
/// set fixed rotation for object player
event_inherited();
hp = 20;
spd = 4;
hspd = 0;
vspd = 0;
len = 0;
xaxis = 0;
yaxis = 0;
dir = 0;
attacked = false;
image_speed = 0;
scr_get_input();
state = scr_move_state;
/// Obj_player Alarm 0
/// This alarm is for the dash state
state = scr_dash_state;
state = scr_attack_state;
///Obj_player Step Event
/// move the player in the step event
event_inherited();
script_execute(state);
state = scr_move_state;
scr_get_input();
/// Obj_Animation End
/// Change back to move state
if (state == scr_attack_state) {
state = scr_move_state;
attacked = false;
}
/// scr_get_input
right_key = keyboard_check(vk_right);
left_key = keyboard_check(vk_left);
up_key = keyboard_check(vk_up);
down_key = keyboard_check(vk_down);
dash_key = keyboard_check_pressed(ord('C'));
attack_key = keyboard_check_pressed(ord('X'));
// Get the axis
xaxis = (right_key - left_key);
yaxis = (down_key - up_key);
/// scr_move_state
scr_get_input();
if (dash_key) {
state = scr_dash_state;
alarm[0] = room_speed/7;
}
if (attack_key) {
image_index = 0;
state = scr_attack_state;
}
// get direction
dir = point_direction(0,0, xaxis, yaxis);
// Get the length
if (xaxis == 0 and yaxis = 0) {
len = 0;
} else {
len = spd;
}
// Get the hspd and vspd
hspd = lengthdir_x(len, dir);
vspd = lengthdir_y(len, dir);
// move
phy_position_x += hspd;
phy_position_y += vspd;
// Control the sprite
image_speed = sign(len)*.2;
if (len == 0) image_index = 0;
// Vertical sprites
if (vspd > 0) {
sprite_index = spr_player_down;
} else if (vspd < 0) {
sprite_index = spr_player_up;
}
// Horizontal sprites
if (hspd > 0) {
sprite_index = spr_player_right;
} else if (hspd < 0) {
sprite_index = spr_player_left;
}
/// scr_attack_state
image_speed = .5;
switch (sprite_index) {
case spr_player_down:
sprite_index = spr_player_attack_down;
break;
case spr_player_up:
sprite_index = spr_player_attack_up;
break;
case spr_player_right:
sprite_index = spr_player_attack_right;
break;
case spr_player_left:
sprite_index = spr_player_attack_left;
break;
}
It is because in this line:
attack_key = keyboard_check_pressed(ord('X'));
You assigned attack_key to X, which is different from x. It should be:
attack_key = keyboard_check_pressed(ord('x'));
Related
I have TableLayoutPanel on windows form. I want mouse pointer cursor style is cross when the pointer on/near the cell border.
Edit I tried with mouse move event. I get the cell positions where the mouse point is moving.But I couldn't use this information and I was stuck. How can achieve that?
Edit: I fixed the problem. It is about size type. The code is working. I'm sharing it for those who have similar demands. Thanx.
bool calcCells = false;
List<float> XCoordinates = new List<float>();
List<float> YCoordinates = new List<float>();
public Form3()
{
InitializeComponent();
// Set the DoubleBuffered property via reflection (if needed)
var flags = BindingFlags.Instance | BindingFlags.NonPublic;
tlp1.GetType().GetProperty("DoubleBuffered", flags).SetValue(tlp1, true);
tlp1.Layout += tlp1_Layout;
tlp1.CellPaint += tlp1_CellPaint;
tlp1.MouseMove += tlp1_MouseMove;
}
// Added the x coordinates of cell borders in a List
private void CreateXCoordinateList()
{
XCoordinates.Clear();
// first and last column sizetype is SizeType.Absoulute.
float tlpWidth = tlp1.Width- tlp1.ColumnStyles[0].Width - tlp1.ColumnStyles[tlp1.ColumnCount-1].Width;
float x = 0;
for (int i = 0; i < tlp1.ColumnCount; i++)
{
if(tlp1.ColumnStyles[i].SizeType==SizeType.Absolute)
x += tlp1.ColumnStyles[i].Width;
else if(tlp1.ColumnStyles[i].SizeType == SizeType.Percent)
{
double k = tlpWidth * tlp1.ColumnStyles[i].Width * 0.01;
x += Convert.ToSingle(k);
}
XCoordinates.Add(x);
}
}
// Added the y coordinates of cell borders in a List
private void CreateYCoordinateList()
{
YCoordinates.Clear();
// first and last row sizetype is SizeType.Absoulute.
float tlpHeight = tlp1.Height - tlp1.RowStyles[0].Height - tlp1.RowStyles[tlp1.RowCount - 1].Height;
float y = 0;
for (int i = 0; i < tlp1.RowCount; i++)
{
if (tlp1.RowStyles[i].SizeType == SizeType.Absolute)
y += tlp1.RowStyles[i].Height;
else if (tlp1.RowStyles[i].SizeType == SizeType.Percent)
{
double k = tlpHeight * tlp1.RowStyles[i].Height*0.01;
y += Convert.ToSingle(k);
}
YCoordinates.Add(y);
}
}
private void tlp1_Layout(object sender, LayoutEventArgs e) => calcCells = true;
private void tlp1_CellPaint(object sender, TableLayoutCellPaintEventArgs e)
{
if (calcCells)
{
CreateXCoordinateList();
CreateYCoordinateList();
if (e.Column == tlp1.ColumnCount - 1 &&
e.Row == tlp1.RowCount - 1)
calcCells = false;
}
}
private void tlp1_MouseMove(object sender, MouseEventArgs e)
{
//Comparing the mouse pointer position with the cellborder coordinates,
//if the difference is less than and equal to 4, change the cursor style.
float x = e.Location.X;
float y = e.Location.Y;
if (MouseNearCellBorderXAxis(e) || MouseNearCellBorderYAxis(e))
tlp1.Cursor = Cursors.Cross;
else
tlp1.Cursor = Cursors.Default;
}
private bool MouseNearCellBorderXAxis(MouseEventArgs e)
{
float x = e.Location.X;
for (int i = 0; i < XCoordinates.Count; i++)
{
float Border = XCoordinates[i];
double difference = Math.Abs(x - Border);
if (difference <= 4)
return true;
}
return false;
}
private bool MouseNearCellBorderYAxis(MouseEventArgs e)
{
float y = e.Location.Y;
for (int i = 0; i < YCoordinates.Count; i++)
{
float Border = YCoordinates[i];
double difference = Math.Abs(y - Border);
if (difference <= 4)
return true;
}
return false;
}
If I get what you're asking, provided you have controls in the cells of the TableLayoutPanel all one would have to do is set the different cursors one time for:
Main form (Arrow)
Table layout panel (Cross)
The controls therein contained (e.g. Hand)
Everything else should happen on its own.
public MainForm()
{
InitializeComponent();
// MainForm has ARROW
this.Cursor = Cursors.Arrow;
// TableLayoutPanel has CROSS
tableLayoutPanel.Cursor = Cursors.Cross;
int key = 0; string text;
for (int column = 0; column < tableLayoutPanel.ColumnCount; column++)
for (int row = 0; row < tableLayoutPanel.RowCount; row++)
{
switch (++key)
{
case 10: text = "*"; break;
case 11: text = "0"; break;
case 12: text = "#"; break;
default: text = $"{key}"; break;
}
tableLayoutPanel.Controls.Add(new Label
{
BackColor = Color.LightGreen,
Anchor = (AnchorStyles)0xF,
Margin = new Padding(10),
Text = text,
TextAlign = ContentAlignment.MiddleCenter,
// Controls in the table have HAND
Cursor = Cursors.Hand,
});
}
}
I have a script to instantiate a gameobject when the agent reaches its position, when instantiated it will randomly choose any of those 2, then 3, etc... this gameobjects belong to a parent (I use the random with childcount and getChild), however my agent won't move to the instances, just the original one. I've tried using it's position and it's localPosition and none of them works, actually if I use the local position it won't even do the set destination to the original one. I can't guess if its a navmesh problem or if there is an error with my scripting. I can add some images so if anyone can help me.
Script part:
if (plant_gameobject_father.transform.childCount != 0)
{
chosen_child = Random.Range(0, plant_gameobject_father.transform.childCount - 1);
plant_target = plant_gameobject_father.transform.GetChild(chosen_child);
Debug.Log(plant_target.transform.position);
agent_.SetDestination(plant_target.position);
Debug.Log(agent_.pathStatus);
}
Video Sample:
Navmesh working just on the original gameobject
EDIT: When using agent.remainingDistance to check how it's doing it: right after assigning the destination the remaining distance is 0, and when it "arrives" to the target it's remaining distance it's bigger than it should (I have a coroutine using yield return wait until agent.remainingDistance < 3.5f) and still it thinks it has reached destination.
I will upload full script for context understanding(it's a long one)
Could it be that the distances are too big? Mi terrain is larger that 2000 units in lenght.
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.AI;
public class insect_IA : MonoBehaviour
{
public ciclo_dia_noche info_horas; //Programado para que haga 3 ciclos de actividad al dia y inactividad de noche.
public GameObject plant_type_small;
public GameObject plant_type_medium;
public GameObject plant_type_big;
Transform plant_target;
GameObject plant_gameobject_father;
public GameObject colmena;
public int objetivo_diario_recoleccion;
public int segundos_recoleccion_polen;
public int segundos_depositado_polen;
public int plant_selector;
public NavMeshAgent agent_;
int selector_accion;
public bool wander_is_happening;
public GameObject colmena_wander_childs;
public Transform wander_target;
public int is_performing_routine_insect;
public bool its_a_new_day;
public birth_controller puedo_reproducir;
public Collider tree_spawner1, tree_spawner2, tree_spawner3, selected_collider;
public Vector3 bounds_max, bounds_min;
public int random_number;
public float spawn_point_x, spawnpoint_z, spawnpoint_y;
public Vector3 spawn_point_tree;
public GameObject tree_big_prefab, tree_med_prefab, tree_peq_prefab;
public int chosen_child;
// Start is called before the first frame update
void Start()
{
}
private void Awake()
{
info_horas = GameObject.Find("Directional_Light").GetComponent<ciclo_dia_noche>();
plant_type_big = GameObject.Find("PLANTAS_GRAND");
plant_type_medium = GameObject.Find("PLANTAS_MED");
plant_type_small = GameObject.Find("PLANTAS_PEQ");
colmena = GameObject.Find("colmena");
puedo_reproducir = GameObject.Find("birth_controlator").GetComponent<birth_controller>();
tree_spawner1 = GameObject.Find("spawn_area1").GetComponent<Collider>();
tree_spawner2 = GameObject.Find("spawn_area2").GetComponent<Collider>();
tree_spawner3 = GameObject.Find("spawn_area3").GetComponent<Collider>();
tree_big_prefab = GameObject.Find("PLANTAS_GRAND/planta_grand");
tree_med_prefab = GameObject.Find("PLANTAS_MED/planta_med");
tree_peq_prefab = GameObject.Find("PLANTAS_PEQ/planta_peq");
agent_ = GetComponent<NavMeshAgent>();
colmena_wander_childs = colmena;
selector_accion = 0;
segundos_recoleccion_polen = 5;
segundos_depositado_polen = 5;
objetivo_diario_recoleccion = 3;
is_performing_routine_insect = 0;
its_a_new_day = true;
random_number = -1;
}
// Update is called once per frame
void Update()
{
if ((puedo_reproducir.plant_big_type.transform.childCount < puedo_reproducir.max_plant_big || puedo_reproducir.plant_med_type.transform.childCount < puedo_reproducir.max_plant_med || puedo_reproducir.plant_peq_type.transform.childCount < puedo_reproducir.max_plant_peq) && info_horas.segundos_globales < info_horas.duracion_dia)
{
insect_state();
}
if (wander_is_happening == false && puedo_reproducir.plant_big_type.transform.childCount > puedo_reproducir.max_plant_big && puedo_reproducir.plant_med_type.transform.childCount > puedo_reproducir.max_plant_med && puedo_reproducir.plant_peq_type.transform.childCount > puedo_reproducir.max_plant_peq)
{
wander_is_happening = true;
is_performing_routine_insect = 4;
StartCoroutine("regular_wander");
}
}
public void insect_state()
{
if (selector_accion == 0)
{
//Debug.Log("buscar padre arbol");
is_performing_routine_insect = 1;
selector_accion = -1;
cojo_un_padre_arbol();
selector_accion = 1;
}
if (selector_accion == 1)
{
//Debug.Log("elegir destino");
selector_accion = -2;
elijo_destino();
selector_accion = 2;
}
if (selector_accion == 2)
{
//Debug.Log("esperar a que llegue");
selector_accion = -3;
check_path();
}
if (selector_accion == 3)
{
//Debug.Log("cogiendo polen");
is_performing_routine_insect = 2;
StartCoroutine("cogiendo_polen");
}
if (selector_accion == 4)
{
//Debug.Log("de vuelta a la colmena");
selector_accion = -5;
volver_colmena();
check_path();
}
if (selector_accion == 5)
{
//Debug.Log("guardo polen");
is_performing_routine_insect = 3;
StartCoroutine("guardando_polen");
}
if (selector_accion == 6)
{
//Debug.Log("reinicio insecto");
is_performing_routine_insect = 4;
StartCoroutine("esperar_proxima_recoleccion");
}
}
public void cojo_un_padre_arbol()
{
if (puedo_reproducir.plant_big_type.transform.childCount < puedo_reproducir.max_plant_big)
{
plant_selector = 2;
}
else if (puedo_reproducir.plant_med_type.transform.childCount < puedo_reproducir.max_plant_med)
{
plant_selector = 1;
}
else if (puedo_reproducir.plant_peq_type.transform.childCount < puedo_reproducir.max_plant_peq)
{
plant_selector = 0;
}
if (plant_selector == 0)
{
plant_gameobject_father = plant_type_small;
}
if (plant_selector == 1)
{
plant_gameobject_father = plant_type_medium;
}
if (plant_selector == 2)
{
plant_gameobject_father = plant_type_big;
}
//Debug.Log("padre elegido:" + plant_gameobject_father);
}
public void elijo_destino()
{
if (plant_gameobject_father.transform.childCount != 0)
{
chosen_child = Random.Range(0, plant_gameobject_father.transform.childCount - 1);
plant_target = plant_gameobject_father.transform.GetChild(chosen_child);
Debug.Log(plant_target.transform.position);
agent_.SetDestination(plant_target.position);
Debug.Log(agent_.pathStatus);
}
else if(plant_gameobject_father.transform.childCount == 0)
{
wander_is_happening = true;
is_performing_routine_insect = 4;
StartCoroutine("regular_wander");
}
//Debug.Log(this.transform.position);
//Debug.Log("planta seleccionada: " + plant_target);
//Debug.Log(agent_.remainingDistance);
}
public void check_path()
{
StartCoroutine("esperar_destino");
}
public void volver_colmena()
{
agent_.SetDestination(colmena.transform.position);
create_plant();
}
public IEnumerator cogiendo_polen()
{
selector_accion = -4;
yield return new WaitForSeconds(segundos_recoleccion_polen);
selector_accion = 4;
}
public IEnumerator guardando_polen()
{
selector_accion = -6;
yield return new WaitForSeconds(segundos_depositado_polen);
selector_accion = 6;
}
public IEnumerator esperar_destino()
{
if (plant_target.tag == "planta_peq")
{
//Debug.Log(agent_.remainingDistance);
yield return new WaitUntil(() => agent_.remainingDistance < 1.7f);
//Debug.Log(agent_.remainingDistance);
agent_.isStopped = true;
agent_.ResetPath();
if (selector_accion == -3)
{
selector_accion = 3;
}
if (selector_accion == -5)
{
selector_accion = 5;
}
}
if (plant_target.tag == "planta_med")
{
//Debug.Log(agent_.remainingDistance);
yield return new WaitUntil(() => agent_.remainingDistance < 3.0f);
//Debug.Log(agent_.remainingDistance);
agent_.isStopped = true;
agent_.ResetPath();
if (selector_accion == -3)
{
selector_accion = 3;
}
if (selector_accion == -5)
{
selector_accion = 5;
}
}
if (plant_target.tag == "planta_grand")
{
Debug.Log(agent_.remainingDistance);
yield return new WaitUntil(() => agent_.remainingDistance < 3.5f);
Debug.Log(agent_.remainingDistance);
agent_.isStopped = true;
agent_.ResetPath();
if (selector_accion == -3)
{
selector_accion = 3;
}
if (selector_accion == -5)
{
selector_accion = 5;
}
}
}
public IEnumerator esperar_proxima_recoleccion()
{
selector_accion = -7;
yield return new WaitForSeconds(1);
selector_accion = 0;
}
public IEnumerator regular_wander()
{
wander_target = colmena_wander_childs.transform.GetChild(Random.Range(0, colmena_wander_childs.transform.childCount - 1));
agent_.SetDestination(wander_target.position);
yield return new WaitUntil(() => agent_.remainingDistance < 0.1f);
agent_.isStopped = true;
agent_.ResetPath();
yield return new WaitForSeconds(5);
wander_is_happening = false;
}
public void create_plant()
{
//Debug.Log("entro a crear una planta");
random_number = Random.Range(0, 3);
if (random_number == 0)
{
selected_collider = tree_spawner1;
}
if (random_number == 1)
{
selected_collider = tree_spawner2;
}
if (random_number == 2)
{
selected_collider = tree_spawner3;
}
bounds_max = selected_collider.bounds.max;
bounds_min = selected_collider.bounds.min;
spawn_point_x = Random.Range(bounds_min.x, bounds_max.x);
spawnpoint_z = Random.Range(bounds_min.z, bounds_max.z);
spawnpoint_y = bounds_max.y;
spawn_point_tree = new Vector3(spawn_point_x, spawnpoint_y, spawnpoint_z);
if (plant_target.tag == "planta_peq")
{
Instantiate(tree_peq_prefab, spawn_point_tree, Quaternion.identity, plant_type_big.transform);
}
if (plant_target.tag == "planta_med")
{
Instantiate(tree_med_prefab, spawn_point_tree, Quaternion.identity, plant_type_medium.transform);
}
if (plant_target.tag == "planta_grand")
{
Instantiate(tree_big_prefab, spawn_point_tree, Quaternion.identity, plant_type_big.transform);
}
Debug.Log(puedo_reproducir.plant_big_type.transform.childCount);
}
}
ยดยดยดยด
There's a lot going on in your script. I'm going to put some calculated guesses here on what might help.
Your birth_controller object seems to have a separate list of all the small/medium/big plants. Are you 100% sure these reference the same as the ones in your Insect_IA object?
You are also using a lot of logic that seems very framerate dependant. Your update function itself calls insect_state() which functions as a state machine that runs through one step per frame, one frame at a time. At the same time, you start coroutines that work alongside that during all that. selector_accion is edited in both insect_state and a lot of those coroutines. Are you sure you're not deadlocking yourself out of certain values of selector_accion which are necessary for the navmesh to work?
Also: Random.Range(int minInclusive, int maxExclusive) is, for the int overload, EXCLUSIVE on the upper bound, so you can remove the -1 from plant_gameobject_father.transform.childCount - 1.
EDIT:
As discussed in the comments and in edits to the original post, the scale of your scene might be causing issues as well. If your navmesh agent cannot physically get as close as your yield WaitUntil statements are waiting for, that's probably deadlocking your logic.
I want to access game objects (sprites) in my code in an Array but I have no idea how to do that, I am new to C#.
This is my testing code, but I am not getting any values:
void Start()
{
Sprite[] countries = Resources.LoadAll<Sprite>("MAPS");
sr = GetComponent<SpriteRenderer>();
names = new string[countries.Length];
for (int i = 0; i < names.Length; i++)
{
names[i] = countries[i].name;
//0 = red
//1 = green
if (UnityEngine.Random.Range(0, 2) == 0)
{
this.GetComponent<SpriteRenderer>().color = Color.red;
}
else
{
this.GetComponent<SpriteRenderer>().color = Color.green;
}
}
}
Instead of using this keyword:
if (UnityEngine.Random.Range(0, 2) == 0)
{
this.GetComponent<SpriteRenderer>().color = Color.red;
}
else
{
this.GetComponent<SpriteRenderer>().color = Color.green;
}
try to use countries[i]:
if (UnityEngine.Random.Range(0, 2) == 0)
{
countries[i].GetComponent<SpriteRenderer>().color = Color.red;
}
else
{
countries[i].GetComponent<SpriteRenderer>().color = Color.green;
}
i have a working DLL where i have one function to add arrays to a list and another function that shows all list-arrays in a ZED-Graph-diagram. All arrays have the same size.
Currently the x-axis is shown in points from 0 to 1024.
Question is: What do i have to change to display the x-axis in time?
I have the value "Intervall" (time between two points) that i can pass into the function.
Thanks for the help.
Here is what i have so far:
public void AddGraph(double[] Values, string LegendName)
{
int i = 0;
PointPairList list = new PointPairList();
for (i = 0; i < Values.Length; i++)
{
list.Add(i, Values[i]);
}
if (i > MaxXAxis)
MaxXAxis = i;
SList.Add(list);
SListColor.Add(Color.Black);
SListName.Add(LegendName);
}
public void ShowDiagram(string Title, string XAxisName, string YAxisName, int Timeout_ms)
{
ZedGraph.ZedGraphControl zgc = new ZedGraphControl();
GraphPane myPane = zgc.GraphPane;
LineItem myCurve = null;
// Set the titles and axis labels
myPane.Title.Text = Title;
myPane.XAxis.Title.Text = XAxisName;
myPane.YAxis.Title.Text = YAxisName;
for (int i = 0; i < SList.Count(); i++)
{
myCurve = myPane.AddCurve(SListName[i], SList[i], SListColor[i], SymbolType.None);
myCurve.Line.Width = 2;
}
// Add gridlines to the plot, and make them gray
myPane.XAxis.MinorGrid.IsVisible = true;
myPane.YAxis.MinorGrid.IsVisible = true;
myPane.XAxis.MinorGrid.Color = Color.LightGray;
myPane.YAxis.MinorGrid.Color = Color.LightGray;
myPane.XAxis.MinorGrid.DashOff = 0;
myPane.YAxis.MinorGrid.DashOff = 0;
myPane.XAxis.MajorGrid.IsVisible = true;
myPane.YAxis.MajorGrid.IsVisible = true;
myPane.XAxis.MajorGrid.Color = Color.Gray;
myPane.YAxis.MajorGrid.Color = Color.Gray;
myPane.XAxis.MajorGrid.DashOff = 0;
myPane.YAxis.MajorGrid.DashOff = 0;
// Move Legend to buttom
myPane.Legend.Position = LegendPos.Bottom;
zgc.AxisChange();
myPane.XAxis.Scale.Max = MaxXAxis;
zgc.Location = new Point(0, 0);
zgc.Size = new Size(panel_diagramm.ClientRectangle.Width, panel_diagramm.ClientRectangle.Height);
panel_diagramm.Controls.Add(zgc);
}
This is my first time posting so I apologize for not putting it in a better format.
The following allows you to setup your x-axis to display time:
myPane.XAxis.Type = AxisType.Date;
myPane.XAxis.Title.Text = "Time (HH:MM:SS)";
myPane.XAxis.Scale.Format = "HH:mm:ss";
myPane.XAxis.Scale.MajorUnit = DateUnit.Minute;
myPane.XAxis.Scale.MinorUnit = DateUnit.Minute;
myPane.XAxis.Scale.Min = DateTime.Now.Subtract(new TimeSpan(0, 0, 10, 0, 0).ToOADate();
myPane.XAxis.Scale.Max = DateTime.Now.ToOADate();
I am trying add a page when horizontal or the x position is greater than a counter in order to keep a right side margin. When I run the code I end up in an infinate loop of hundreds of pages all displaying the same first page graphics. Thinking it might have to do with my lack of understanding HasMorePages. I could use some help. Thanks.
public static class PrintWave
{
public static void PrintPreWave()
{
PrintDocument pd = new PrintDocument();
if (WaveTools.MySettings == null)
{
pd.DefaultPageSettings.Landscape = true;
}
else
{
pd.DefaultPageSettings = WaveTools.MySettings;
}
pd.OriginAtMargins = true;
pd.PrintPage += new PrintPageEventHandler(OnPrintPage);
PrintDialog dlg = new PrintDialog();
PrintPreviewDialog printPreviewDlg = new PrintPreviewDialog();
printPreviewDlg.Document = pd;
Form p = (Form)printPreviewDlg;
p.WindowState = FormWindowState.Maximized;
printPreviewDlg.ShowDialog();
}
private static void OnPrintPage(object sender, PrintPageEventArgs e)
{
string MyTag = string.Empty;
MyTag = WaveActions.ActiveId;
Wave MyWave = WaveHolder.FindWave(MyTag);
int MyCount = 0;
int xOffset = e.MarginBounds.Location.X;
int yOffset = e.MarginBounds.Location.Y;
if (MyWave != null)
{
Graphics g = e.Graphics;
g.SetClip(e.PageBounds);
Pen MyPen = new Pen(WaveTools.WaveColor, WaveTools.PenWidth);
float dx = (float)e.PageBounds.Width / MyWave.NumSamples;
float dy = (float)e.PageBounds.Height / 255;
if (MyWave.Normal == false)
{
g.ScaleTransform(dx, dy);
}
for (int i = 0; i < MyWave.NumSamples - 1; i++)
{
g.DrawLine(MyPen, i, MyWave.Data[i], i + 1, MyWave.Data[i + 1]);
MyCount = MyCount + 1;
if (MyCount > e.MarginBounds.Width)
{
e.HasMorePages = true;
MyCount = 0;
return;
}
else
{
e.HasMorePages = false;
return;
}
}
}
}
}
}
for (int i = 0; i < MyWave.NumSamples - 1; i++)
That's the core problem statement, you start at 0 every time PrintPage gets called. You need to resume where you left off on the previous page. Make the i variable a field of your class instead of a local variable. Implement the BeginPrint event to set it to zero.
The else clause inside the loop need to be deleted.