本文整理汇总了C#中LoopType类的典型用法代码示例。如果您正苦于以下问题:C# LoopType类的具体用法?C# LoopType怎么用?C# LoopType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。
LoopType类属于命名空间,在下文中一共展示了LoopType类的20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,您的评价将有助于我们的系统推荐出更棒的C#代码示例。
示例1: LoopExponentially
private void LoopExponentially(
int length, int loopDepth, LoopType loopType, int index = 0, int nestLevel = 1, string value = "")
{
if (index++ < length)
{
if (nestLevel < loopDepth)
{
int startIndexNextLoop = 0;
switch (loopType)
{
case LoopType.CombinationWithRepetitions: startIndexNextLoop = index - 1; break;
case LoopType.CombinationWithoutRepetitions: startIndexNextLoop = index; break;
}
// loops in depth to the most nested loop
LoopExponentially(length, loopDepth, loopType, startIndexNextLoop, nestLevel + 1, value + index);
}
if (value.Length == loopDepth - 1)
{
// do the action in the most nested loop
loopAction(value + index);
}
// loops as a normal loop
LoopExponentially(length, loopDepth, loopType, index, nestLevel, value);
}
}
开发者ID:stoian2662,项目名称:Data-Structures-And-Algorithms,代码行数:28,代码来源:CombinatorialUtils.cs
示例2: DOMove
public static Tweener DOMove(Transform target, Vector3 endValue, float duration, int loops = -1, LoopType loopType = LoopType.Yoyo, float delay = 0, System.Action doComplete = null)
{
Tweener tweener = target.DOMove(endValue, duration);
tweener.SetLoops(loops, loopType);
SetTweenerComplete(tweener, delay, doComplete);
return tweener;
}
开发者ID:l980305284,项目名称:UGUIPlugin,代码行数:7,代码来源:DotweenUtlity.cs
示例3: Fix
private static List<Frame>.Enumerator Fix(List<Frame>.Enumerator e, LoopType l, ref int timeLeft)
{
IEnumerator<Frame> f = e;
switch (l) {
case LoopType.LoopEnough:
{
f.Reset();
int tL = timeLeft;
while(f.MoveNext() && timeLeft > 0 && f.Current != null) {
f.Current.Delay = Math.Min(tL, f.Current.OriginalDelay);
tL -= f.Current.Delay;
}
f.Reset();
f.MoveNext();
return (List<Frame>.Enumerator)f;
}
case LoopType.FullLoop:
{
f.Reset();
int tL = 0;
while (f.MoveNext() && f.Current != null) {
tL += f.Current.OriginalDelay;
f.Current.Delay = f.Current.OriginalDelay;
}
timeLeft = Math.Max(timeLeft, tL);
f.Reset();
f.MoveNext();
return (List<Frame>.Enumerator)f;
}
default:
throw new InvalidOperationException("OffsetAnimator.Fix called with invalid LoopType!");
}
}
开发者ID:angelsl,项目名称:ms-MSIT,代码行数:33,代码来源:MapleAnimator.cs
示例4: iTweenSimple
public iTweenSimple(float time, LoopType type,
System.Action<float> whenUpdate,
System.Action whenRestart,
System.Action whenComplete)
{
this.to(time, type, whenUpdate, whenRestart, whenComplete);
}
开发者ID:kybird,项目名称:PhoenixProject,代码行数:7,代码来源:iTweenSimple.cs
示例5: Run
public void Run(LoopType type)
{
ThrowIfDisposed();
if (IsV4)
ev_run(_native, type);
else
ev_loop(_native, type);
}
开发者ID:nuxleus,项目名称:manos,代码行数:9,代码来源:Loop.cs
示例6: Process
// Algorithm stolen from haha01haha01 http://code.google.com/p/hasuite/source/browse/trunk/HaRepackerLib/AnimationBuilder.cs
public static IEnumerable<Frame> Process(Rectangle padding, Color background, LoopType loop, params List<Frame>[] zframess)
{
List<List<Frame>> framess = zframess.Select(aframess => aframess.Select(f => new Frame(f.Number, f.Image, new Point(-f.Offset.X, -f.Offset.Y), f.Delay)).ToList()).ToList();
framess = PadOffsets(Translate(framess), padding);
Size fs = GetFrameSize(framess, padding);
framess = framess.Select(f => f.OrderBy(z => z.Number).ToList()).ToList();
List<Frame> frames = MergeMultiple(framess, fs, background, loop).OrderBy(z => z.Number).ToList();
return FinalProcess(frames, fs, background);
}
开发者ID:angelsl,项目名称:ms-MSIT,代码行数:10,代码来源:MapleAnimator.cs
示例7: LoopCommandObjectCreatedIsSameAsAConstructedObject
public void LoopCommandObjectCreatedIsSameAsAConstructedObject(LoopType loopType)
{
ILoopCommand commandFromFactory = (LoopCommand)commandFactory.NewLoopCommand(loopType);
ILoopCommand commandConstructedDirectly = new LoopCommand(loopType);
Assert.IsNotNull(commandFromFactory);
Assert.AreEqual(typeof(LoopCommand), commandFromFactory.GetType());
Assert.AreEqual(commandConstructedDirectly.CommandType, commandFromFactory.CommandType);
Assert.AreEqual(commandConstructedDirectly.LoopType, commandFromFactory.LoopType);
}
开发者ID:silpheed,项目名称:M,代码行数:10,代码来源:CommandFactoryFixture.cs
示例8: getLoop
LoopData getLoop(LoopType type) {
switch(type) {
case LoopType.Wind:
return windLoop;
case LoopType.Ocean:
return oceanLoop;
default:
return null;
}
}
开发者ID:fadookie,项目名称:mystjam,代码行数:10,代码来源:SoundManager.cs
示例9: playLoop
public void playLoop(LoopType type, float delay) {
if (type == LoopType.None) {
loopSource.Stop();
} else {
LoopData loop = getLoop(type);
loopSource.clip = loop.clip;
loopSource.volume = loop.volume;
loopSource.PlayDelayed(delay);
}
}
开发者ID:fadookie,项目名称:mystjam,代码行数:10,代码来源:SoundManager.cs
示例10: LoopChange
public void LoopChange(string input, LoopType loopType)
{
ILoopCommand _loopCommand = Stub<ILoopCommand>();
Expect.Call(_commandFactory.NewLoopCommand(loopType)).Return(_loopCommand);
ReplayAll();
IList<ICommand> result = _textDiscriminator.Interpret(input);
Assert.IsNotNull(result);
Assert.AreEqual(1, result.Count);
VerifyAll();
}
开发者ID:silpheed,项目名称:M,代码行数:12,代码来源:TextDiscriminatorFixture.cs
示例11: Player
public Player(IFileFinder fileFinder, IPlaylistReader playlistReader, IAudioStreamFactory audioStreamFactory,
IBackgroundWorkerFactory backgroundWorkerFactory, IFileSystemFacade fileSystem)
{
this.fileFinder = fileFinder;
this.playlistReader = playlistReader;
this.backgroundWorkerFactory = backgroundWorkerFactory;
this.audioStreamFactory = audioStreamFactory;
this.fileSystem = fileSystem;
history = new List<string>();
isStopped = true;
isPlaying = false;
isPaused = false;
wasPausedBeforeBadSound = isPaused;
loopType = LoopType.None;
upto = 0;
}
开发者ID:silpheed,项目名称:M,代码行数:19,代码来源:Player.cs
示例12: to
public void to(float time, LoopType type,
System.Action<float> whenUpdate,
System.Action whenRestart,
System.Action whenComplete)
{
this.time_ = time < 0 ? 0 : time;
this.loopType = time > 0 ? type : LoopType.none;
this.percentage = 0;
this.TweenStart();
this.whenUpdate = whenUpdate;
this.whenRestart = whenRestart;
this.whenComplete = whenComplete;
if (time == 0){
this.percentage = 1;
this.TweenComplete();
}
}
开发者ID:kybird,项目名称:PhoenixProject,代码行数:20,代码来源:iTweenSimple.cs
示例13: Clear
/// <summary>Clears and resets this TweenParams instance using default values,
/// so it can be reused without instantiating another one</summary>
public TweenParams Clear()
{
id = target = null;
updateType = DOTween.defaultUpdateType;
isIndependentUpdate = DOTween.defaultTimeScaleIndependent;
onStart = onPlay = onRewind = onUpdate = onStepComplete = onComplete = onKill = null;
onWaypointChange = null;
isRecyclable = DOTween.defaultRecyclable;
isSpeedBased = false;
autoKill = DOTween.defaultAutoKill;
loops = 1;
loopType = DOTween.defaultLoopType;
delay = 0;
isRelative = false;
easeType = Ease.Unset;
customEase = null;
easeOvershootOrAmplitude = DOTween.defaultEaseOvershootOrAmplitude;
easePeriod = DOTween.defaultEasePeriod;
return this;
}
开发者ID:kanon1109,项目名称:dotween,代码行数:23,代码来源:TweenParams.cs
示例14: LoopLogicalConstruct
/// <summary>
/// Creates a new loop construct and attaches it to the logical tree.
/// </summary>
/// <param name="entry">The entry to the loop construct.</param>
/// <param name="loopBody">Collection containing all of the constructs in the loop body.</param>
/// <param name="loopType">The type of the loop.</param>
/// <param name="loopCondition">The condition of the loop.</param>
public LoopLogicalConstruct(ILogicalConstruct entry,
HashSet<ILogicalConstruct> loopBody, LoopType loopType, ConditionLogicalConstruct loopCondition, TypeSystem typeSystem)
{
if (loopCondition != null)
{
loopCondition.LogicalContainer = this;
}
LoopType = loopType;
LoopCondition = loopCondition;
if(this.LoopType != LoopType.InfiniteLoop)
{
loopBody.Remove(LoopCondition);
}
DetermineLoopBodyBlock(entry, loopBody);
RedirectChildrenToNewParent(GetLoopChildrenCollection());
FixLoopCondition(typeSystem);
}
开发者ID:Feng2012,项目名称:JustDecompileEngine,代码行数:29,代码来源:LoopLogicalConstruct.cs
示例15: reset
internal void reset()
{
// any pointers or values that are not guaranteed to be set later are defaulted here
transform = null;
targetVector = _startVector = _diffVector = Vector3.zero;
delay = 0;
loopType = LoopType.None;
easeFunction = null;
isRelativeTween = false;
onComplete = onLoopComplete = null;
customAction = null;
_material = null;
materialProperty = null;
if( nextTween != null )
{
// null out and return to the stack all additional tweens
GoKitLite.instance._inactiveTweenStack.Push( nextTween );
nextTween.reset();
}
nextTween = null;
}
开发者ID:JTown-,项目名称:Arcade-Launcher,代码行数:23,代码来源:GoKitLite.cs
示例16: NewSequence
void NewSequence(LoopType loopType, bool flip)
{
main.Rewind();
main.Kill();
Sequence innerS0 = DOTween.Sequence()
.SetId("INNER")
// .SetLoops(3, loopType)
.OnStepComplete(()=>Debug.Log("INNER Step Complete"));
// .Append(targets[0].DOMoveX(3, 1).SetEase(Ease.Linear));
// innerS0.InsertCallback(0.25f, ()=> Callback("INNER"));
Sequence innerS1 = DOTween.Sequence()
.SetId("INNER INNER")
// .SetLoops(3, loopType)
.OnStepComplete(()=> Debug.Log("INNER INNER Step Complete"));
innerS1.Append(targets[0].DOMoveX(3, 1).SetEase(Ease.Linear));
innerS1.InsertCallback(0.25f, ()=> Callback("INNER INNER"));
innerS0.Append(innerS1);
innerS0.InsertCallback(0.25f, ()=> Callback("INNER"));
main = DOTween.Sequence()
.SetId("MAIN")
.SetLoops(3, loopType)
.SetAutoKill(false)
.OnStepComplete(()=> Debug.Log("MAIN Step Complete"));
// .Append(targets[0].DOMoveX(3, 1).SetEase(Ease.Linear));
main.Append(innerS0);
main.InsertCallback(0.25f, ()=> Callback("MAIN"));
if (flip) {
main.Complete();
main.Flip();
main.PlayBackwards();
}
}
开发者ID:amirebrahimi,项目名称:dotween,代码行数:36,代码来源:SequenceCallbacks.cs
示例17: ScaleTo
/// <summary>
/// Changes a GameObject's scale over time.
/// </summary>
/// <param name="scale">
/// A <see cref="Vector3"/>
/// </param>
/// <param name="time">
/// A <see cref="System.Single"/>
/// </param>
/// <param name="delay">
/// A <see cref="System.Single"/>
/// </param>
/// <param name="easeType">
/// A <see cref="EaseType"/>
/// </param>
/// <param name="loopType">
/// A <see cref="LoopType"/>
/// </param>
public static void ScaleTo(this GameObject go,Vector3 scale,float time,float delay,EaseType easeType,LoopType loopType){
iTween.ScaleTo(go,iTween.Hash("scale",scale,"time",time,"delay",delay,"easeType",easeType.ToString(),"looptype",loopType.ToString()));
}
开发者ID:qishiyexu,项目名称:gravityball,代码行数:21,代码来源:iTweenExtensions.cs
示例18: RetrieveArgs
//grab and set generic, neccesary iTween arguments:
void RetrieveArgs()
{
foreach (Hashtable item in tweens) {
if((GameObject)item["target"] == gameObject){
tweenArguments=item;
break;
}
}
id=(string)tweenArguments["id"];
type=(string)tweenArguments["type"];
/* GFX47 MOD START */
_name=(string)tweenArguments["name"];
/* GFX47 MOD END */
method=(string)tweenArguments["method"];
if(tweenArguments.Contains("time")){
time=(float)tweenArguments["time"];
}else{
time=Defaults.time;
}
//do we need to use physics, is there a rigidbody?
if(rigidbody != null){
physics=true;
}
if(tweenArguments.Contains("delay")){
delay=(float)tweenArguments["delay"];
}else{
delay=Defaults.delay;
}
if(tweenArguments.Contains("namedcolorvalue")){
//allows namedcolorvalue to be set as either an enum(C# friendly) or a string(JS friendly), string case usage doesn't matter to further increase usability:
if(tweenArguments["namedcolorvalue"].GetType() == typeof(NamedValueColor)){
namedcolorvalue=(NamedValueColor)tweenArguments["namedcolorvalue"];
}else{
try {
namedcolorvalue=(NamedValueColor)Enum.Parse(typeof(NamedValueColor),(string)tweenArguments["namedcolorvalue"],true);
} catch {
Debug.LogWarning("iTween: Unsupported namedcolorvalue supplied! Default will be used.");
namedcolorvalue = iTween.NamedValueColor._Color;
}
}
}else{
namedcolorvalue=Defaults.namedColorValue;
}
if(tweenArguments.Contains("looptype")){
//allows loopType to be set as either an enum(C# friendly) or a string(JS friendly), string case usage doesn't matter to further increase usability:
if(tweenArguments["looptype"].GetType() == typeof(LoopType)){
loopType=(LoopType)tweenArguments["looptype"];
}else{
try {
loopType=(LoopType)Enum.Parse(typeof(LoopType),(string)tweenArguments["looptype"],true);
} catch {
Debug.LogWarning("iTween: Unsupported loopType supplied! Default will be used.");
loopType = iTween.LoopType.none;
}
}
}else{
loopType = iTween.LoopType.none;
}
if(tweenArguments.Contains("easetype")){
//allows easeType to be set as either an enum(C# friendly) or a string(JS friendly), string case usage doesn't matter to further increase usability:
if(tweenArguments["easetype"].GetType() == typeof(EaseType)){
easeType=(EaseType)tweenArguments["easetype"];
}else{
try {
easeType=(EaseType)Enum.Parse(typeof(EaseType),(string)tweenArguments["easetype"],true);
} catch {
Debug.LogWarning("iTween: Unsupported easeType supplied! Default will be used.");
easeType=Defaults.easeType;
}
}
}else{
easeType=Defaults.easeType;
}
if(tweenArguments.Contains("space")){
//allows space to be set as either an enum(C# friendly) or a string(JS friendly), string case usage doesn't matter to further increase usability:
if(tweenArguments["space"].GetType() == typeof(Space)){
space=(Space)tweenArguments["space"];
}else{
try {
space=(Space)Enum.Parse(typeof(Space),(string)tweenArguments["space"],true);
} catch {
Debug.LogWarning("iTween: Unsupported space supplied! Default will be used.");
space = Defaults.space;
}
}
}else{
space = Defaults.space;
}
if(tweenArguments.Contains("islocal")){
isLocal = (bool)tweenArguments["islocal"];
//.........这里部分代码省略.........
开发者ID:hyf042,项目名称:BakeryGirl-chess,代码行数:101,代码来源:iTween.cs
示例19: ProcessCommand
public void ProcessCommand(ICommand command)
{
//can't switch on type, so we use a series of ifs to get to the commands that we can switch on
if (command is IFileCommand) {
IFileCommand pfCommand = command as IFileCommand;
switch (pfCommand.CommandType) {
case CommandType.PlayShortestTrack:
PlayNewTrack(fileFinder.FindFiles(pfCommand.Search, FileTypes.MP3, FileListSort.SmallestFirst));
break;
case CommandType.PlayRandomTrack:
PlayNewTrack(fileFinder.FindFiles(pfCommand.Search, FileTypes.MP3, FileListSort.Random));
break;
case CommandType.PlayPlaylist:
PlayPlaylist(
fileFinder.FindFiles(pfCommand.Search, new FileTypes[] {FileTypes.M3U, FileTypes.PLS}, FileListSort.SmallestFirst));
break;
case CommandType.PlayQueryAsList:
PlayGenericList(fileFinder.FindFiles(pfCommand.Search, FileTypes.MP3, FileListSort.SmallestFirst));
break;
}
}
else if (command is IChangeStateCommand) {
IChangeStateCommand csCommand = command as IChangeStateCommand;
switch (csCommand.CommandType)
{
case CommandType.SkipTime:
throw new NotImplementedException();
//break;
case CommandType.SkipTrack:
SkipTracks(csCommand.Magnitude);
break;
case CommandType.SkipToTrack:
SkipToTrack(csCommand.Magnitude - 1);
break;
case CommandType.Volume:
throw new NotImplementedException();
//break;
}
}
else if (command is ILoopCommand) {
ILoopCommand lCommand = command as ILoopCommand;
loopType = lCommand.LoopType;
}
else
switch (command.CommandType) {
case CommandType.Exit:
case CommandType.Stop:
Stop();
break;
case CommandType.Repeat:
Repeat();
break;
case CommandType.PlayPause:
PlayPause();
break;
case CommandType.Ignore:
break;
}
//ignore any other commands
}
开发者ID:silpheed,项目名称:M,代码行数:63,代码来源:Player.cs
示例20: AudioFrom
/// <summary>
/// Instantly changes an AudioSource's volume and pitch then returns it to it's starting volume and pitch over time. Default AudioSource attached to GameObject will be used.
/// </summary>
/// <param name="volume">
/// A <see cref="System.Single"/>
/// </param>
/// <param name="pitch">
/// A <see cref="System.Single"/>
/// </param>
/// <param name="time">
/// A <see cref="System.Single"/>
/// </param>
/// <param name="delay">
/// A <see cref="System.Single"/>
/// </param>
/// <param name="looptype">
/// A <see cref="LoopType"/>
/// </param>
public static void AudioFrom(this GameObject go,float volume,float pitch,float time,float delay,LoopType loopType){
iTween.AudioFrom(go,iTween.Hash("volume",volume,"pitch",pitch,"time",time,"delay",delay,"looptype",loopType.ToString()));
}
开发者ID:qishiyexu,项目名称:gravityball,代码行数:21,代码来源:iTweenExtensions.cs
注:本文中的LoopType类示例整理自Github/MSDocs等源码及文档管理平台,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。 |
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