本文整理汇总了C#中Effects类的典型用法代码示例。如果您正苦于以下问题:C# Effects类的具体用法?C# Effects怎么用?C# Effects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。
Effects类属于命名空间,在下文中一共展示了Effects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: HandleTranslatedtoHiddenPosition
public void HandleTranslatedtoHiddenPosition(Effects.Effect effect)
{
Visible = false;
if (OnHidden != null) {
OnHidden (this);
}
}
开发者ID:fordream,项目名称:Sunfish,代码行数:7,代码来源:Popup.cs
示例2: TransitionState
public void TransitionState(OnEndFadeIn FadeIn,OnEndFadeOut FadeOut,_TransitionType TT)
{
switch (TT) {
case _TransitionType.FadeOut_In:
CurrentEffectObj = Instantiate (EffectObj)as GameObject;
CurrentEffectScript = CurrentEffectObj.GetComponentInChildren<Effects> ();
CurrentEffectScript.EndFadeOutEvent += () => {
FadeOut();
doFadeIn ();
};
CurrentEffectScript.EndFadeInEvent += () => {
FadeIn ();
Destroy (CurrentEffectObj);
};
doFadeOut ();
break;
case _TransitionType.No_Effect:
FadeOut ();
FadeIn ();
break;
}
}
开发者ID:MasatomoSegawa,项目名称:Life30,代码行数:25,代码来源:TransitionManager.cs
示例3: OutputEnum
public static void OutputEnum(Effects.Property enumProperty, Formatter output)
{
OutputVersionConditional(enumProperty.WinVer, output);
output.WriteLine("[version(VERSION)]");
output.WriteLine("typedef enum " + enumProperty.TypeNameIdl);
output.WriteLine("{");
output.Indent();
for (int i = 0; i < enumProperty.EnumFields.FieldsList.Count; ++i)
{
var enumValue = enumProperty.EnumFields.FieldsList[i];
if (i != (enumProperty.EnumFields.FieldsList.Count - 1))
{
output.WriteLine(enumValue.Name + " = " + i.ToString() + ",");
}
else
{
output.WriteLine(enumValue.Name + " = " + i.ToString());
}
}
output.Unindent();
output.WriteLine("} " + enumProperty.TypeNameIdl + ";");
EndVersionConditional(enumProperty.WinVer, output);
}
开发者ID:PlainSailing,项目名称:Win2D,代码行数:26,代码来源:OutputEffectType.cs
示例4: TargetSpell
public TargetSpell(JSONObject js) : base(js)
{
Id = (int)js.GetField(js.keys[0]).n;
AreaId = (int)js.GetField("areaId").n;
EffectsArea = new Effects(js.GetField("effectsAreaIds"));
EffectsAreaCrit = new Effects(js.GetField("effectsAreaCritIds"));
_rangeId = (int)js.GetField("rangeId").n;
}
开发者ID:LilTsubaki,项目名称:Les-fragments-d-Erule,代码行数:8,代码来源:TargetSpell.cs
示例5: Start
// Use this for initialization
void Start()
{
if (!player)
player = GetComponent<Player> ();
if(!rb)
rb = GetComponent<Rigidbody>();
effects = Player.Effects;
}
开发者ID:eeveelution,项目名称:Wynnunity_Source,代码行数:9,代码来源:Walk.cs
示例6: DialogueConversationNode
public DialogueConversationNode(bool waitUserInteraction)
{
dialogue = new List<ConversationLine>();
nextNode = null;
terminal = true;
effects = new Effects();
this.keepShowing = waitUserInteraction;
}
开发者ID:Synpheros,项目名称:eAdventure4Unity,代码行数:8,代码来源:DialogueConversationNode.cs
示例7: Awake
public virtual void Awake()
{
//DefaultPosition = transform.position;
//DefaultRotation = transform.rotation;
Effects = new Effects();
_renderer = GetComponent<Renderer>();
if (_renderer == null)
_renderer = GetComponentInChildren<Renderer>();
}
开发者ID:GroupByStudios,项目名称:TDS_Gauss,代码行数:9,代码来源:WeaponBase.cs
示例8: SelfSpell
public SelfSpell(JSONObject js) : base(js)
{
Id = (int)js.GetField(js.keys[0]).n;
AreaId = (int)js.GetField("areaId").n;
EffectsArea = new Effects(js.GetField("effectsAreaIds"));
EffectsAreaCrit = new Effects(js.GetField("effectsAreaCritIds"));
_effects = new Effects(js.GetField("effectsIds"));
_effectsCrit = new Effects(js.GetField("effectsCritIds"));
}
开发者ID:LilTsubaki,项目名称:Les-fragments-d-Erule,代码行数:9,代码来源:SelfSpell.cs
示例9: Cutscene
/**
* Creates a new cutscene
*
* @param type
* The type of the scene
* @param id
* The id of the scene
*/
protected Cutscene(GeneralSceneSceneType type, string id)
: base(type, id)
{
effects = new Effects();
destinyX = int.MinValue;
destinyY = int.MaxValue;
transitionType = NextSceneEnumTransitionType.NO_TRANSITION;
transitionTime = 0;
next = GOBACK;
}
开发者ID:Synpheros,项目名称:eAdventure4Unity,代码行数:18,代码来源:Cutscene.cs
示例10: SimplifierContext
public SimplifierContext(bool inGlobalScope, bool keepFunctionNames, NameSupply nameSupply, Func<Expression, bool> isValue)
{
InGlobalScope = inGlobalScope;
KeepFunctionNames = keepFunctionNames;
NameSupply = nameSupply;
subst = new Map<Identifier, Expression>();
statements = null;
contextEffects = Effects.Bottom;
this.isValue = isValue;
}
开发者ID:modulexcite,项目名称:IL2JS,代码行数:10,代码来源:SimplifierContext.cs
示例11: AnimationExtention_should_serialize_property_opacity_animation
public void AnimationExtention_should_serialize_property_opacity_animation()
{
Effects effect = new Effects();
effect.Container.Add(new PropertyAnimation(PropertyAnimationType.Opacity));
_writer.Setup(w => w.Write(It.IsAny<string>())).Verifiable();
_objectWriter.Start().Serialize("effects", effect);
_writer.Verify(w => w.Write("effects:{list:[{name:'property',properties:['opacity']}],openDuration:200,closeDuration:200}"));
}
开发者ID:vialpando09,项目名称:RallyPortal2,代码行数:11,代码来源:EffectsSerializationTests.cs
示例12: AnimationExtention_should_serialize_slide_animation
public void AnimationExtention_should_serialize_slide_animation()
{
Effects effect = new Effects();
effect.Container.Add(new SlideAnimation());
_writer.Setup(w => w.Write(It.IsAny<string>())).Verifiable();
_objectWriter.Start().Serialize("effects", effect);
_writer.Verify(w => w.Write("effects:{list:[{name:'slide'}],openDuration:200,closeDuration:200}"));
}
开发者ID:vialpando09,项目名称:RallyPortal2,代码行数:11,代码来源:EffectsSerializationTests.cs
示例13: Start
void Start ()
{
int whatPower = Random.Range(0, itensNumber);
switch (whatPower)
{
case 0: effect = Effects.SpeedPlus; this.GetComponent<SpriteRenderer>().sprite = powersSprites[0]; break;
case 1: effect = Effects.SpeedMinus; this.GetComponent<SpriteRenderer>().sprite = powersSprites[1]; break;
case 2: effect = Effects.AmmoPlus; this.GetComponent<SpriteRenderer>().sprite = powersSprites[2]; break;
case 3: effect = Effects.AmmoMinus; this.GetComponent<SpriteRenderer>().sprite = powersSprites[3]; break;
}
}
开发者ID:SaitouRedEyes,项目名称:N.A.V.E.S,代码行数:12,代码来源:Power.cs
示例14: NextScene
/**
* Creates a new NextScene
*
* @param nextSceneId
* the id of the next scene
*/
public NextScene(string nextSceneId)
{
this.nextSceneId = nextSceneId;
destinyX = int.MinValue;
destinyY = int.MinValue;
conditions = new Conditions();
effects = new Effects();
postEffects = new Effects();
transitionType = NextSceneEnumTransitionType.NO_TRANSITION;
transitionTime = 0;
}
开发者ID:Synpheros,项目名称:eAdventure4Unity,代码行数:18,代码来源:NextScene.cs
示例15: Export
public static void Export(Effects effects)
{
SaveFileDialog sfd = new SaveFileDialog();
sfd.Filter = WYZTracker.Core.Properties.Resources.FXFilter;
if (sfd.ShowDialog() == DialogResult.OK)
{
XmlSerializer formatter = new XmlSerializer(typeof(Effects));
Stream objFileStream = new FileStream(sfd.FileName, FileMode.Create, FileAccess.Write, FileShare.None);
formatter.Serialize(objFileStream, effects);
objFileStream.Close();
}
}
开发者ID:AugustoRuiz,项目名称:WYZTracker,代码行数:12,代码来源:FxManager.cs
示例16: EffectHolder
public EffectHolder(Effects effects)
{
this.effects = new List<EffectHolderNode> ();
if (effects != null && effects.getEffects().Count>0) {
EffectHolderNode e = null;
List<Condition> conditions = new List<Condition>();
foreach (AbstractEffect effect in effects.getEffects()) {
if (effect == null) {
}
this.effects.Add(new EffectHolderNode(effect));
}
}
}
开发者ID:Synpheros,项目名称:eAdventure4Unity,代码行数:16,代码来源:EffectHolder.cs
示例17: FadeOut_FadeIn_Transition
public void FadeOut_FadeIn_Transition(OnEndFadeIn FadeIn,OnEndFadeOut Fadeout)
{
CurrentEffectObj = Instantiate (EffectObj)as GameObject;
CurrentEffectScript = CurrentEffectObj.GetComponentInChildren<Effects> ();
CurrentEffectScript.EndFadeOutEvent += () => {
Fadeout ();
doFadeIn ();
};
CurrentEffectScript.EndFadeInEvent += () => {
FadeIn ();
Destroy (CurrentEffectObj);
};
doFadeOut ();
}
开发者ID:MasatomoSegawa,项目名称:Life30,代码行数:16,代码来源:TransitionManager.cs
示例18: Timer
public Timer(long time, Conditions init, Conditions end, Effects effect, Effects postEffect)
{
this.seconds = time;
this.initCond = init;
this.endCond = end;
this.effect = effect;
this.postEffect = postEffect;
usesEndCondition = true;
runsInLoop = true;
multipleStarts = true;
showTime = false;
displayName = "timer";
countDown = true;
showWhenStopped = false;
}
开发者ID:Synpheros,项目名称:eAdventure4Unity,代码行数:16,代码来源:Timer.cs
示例19: Play
public void Play(Effects effect)
{
GameObject go = null;
if (effect == Effects.Attack)
go = GameObject.Instantiate(attack, transform.position, Quaternion.identity) as GameObject;
else if (effect == Effects.AdditionalAttack)
go = GameObject.Instantiate(attackAdditional, transform.position, Quaternion.identity) as GameObject;
else if (effect == Effects.BotAttack)
go = GameObject.Instantiate(botAttack, transform.position, Quaternion.identity) as GameObject;
else if (effect == Effects.PotionUse)
go = GameObject.Instantiate(potion, transform.position, Quaternion.identity) as GameObject;
else if (effect == Effects.PowerUpUse)
go = GameObject.Instantiate(powerUp, transform.position, Quaternion.identity) as GameObject;
go.transform.parent = this.transform;
go.transform.localPosition = Vector3.zero;
}
开发者ID:BlackW0lf,项目名称:source,代码行数:17,代码来源:EffectsManager.cs
示例20: CreateGrid
/// <summary>
/// Fill in a grid - used in terrain generation (for now) and anything that requires planar data
/// </summary>
/// <param name="width">Width in world units of grid</param>
/// <param name="depth">Depth in world units of grid</param>
/// <param name="m">Subdivisions in the x direction</param>
/// <param name="n">Subdivisions in the z direction</param>
/// <param name="verts">Output array of vertex positions</param>
/// <param name="indices">Output array of index positions</param>
public static void CreateGrid(float width, float depth, uint m, uint n, out Effects.BasicEffect.BasicEffectVertex[] verts, out uint[] indices)
{
var vertList = new List<Effects.BasicEffect.BasicEffectVertex>();
var indexList = new List<uint>();
var halfWidth = width * 0.5f;
var halfDepth = depth * 0.5f;
var dx = width / (n - 1);
var dz = depth / (m - 1);
var du = 1.0f / (n - 1);
var dv = 1.0f / (m - 1);
for (var i = 0; i < m; ++i)
{
var z = halfDepth - i * dz;
for (var j = 0; j < n; ++j)
{
var x = -halfWidth + j * dx;
//vertList.Add(new Vector3(x, 0.0f, z));
vertList.Add(new Effects.BasicEffect.BasicEffectVertex()
{
Pos = new Vector3(x, 0.0f, z),
TexCoord = new Vector2(j * du, i * dv)
});
}
}
for (var i = 0u; i < m - 1; ++i)
{
for (var j = 0u; j < n - 1; ++j)
{
indexList.Add(i * n + j);
indexList.Add(i * n + j + 1);
indexList.Add((i + 1) * n + j);
indexList.Add((i + 1) * n + j);
indexList.Add(i * n + j + 1);
indexList.Add((i + 1) * n + j + 1);
}
}
verts = vertList.ToArray();
indices = indexList.ToArray();
}
开发者ID:sessamekesh,项目名称:OutsideSimulator,代码行数:55,代码来源:GeometryGenerator.cs
注:本文中的Effects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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