本文整理汇总了C#中Attributes类的典型用法代码示例。如果您正苦于以下问题:C# Attributes类的具体用法?C# Attributes怎么用?C# Attributes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。
Attributes类属于命名空间,在下文中一共展示了Attributes类的15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,您的评价将有助于系统推荐出更棒的C#代码示例。
示例1: Start
void Start()
{
nma = GetComponent<NavMeshAgent>();
attri = GetComponent<Attributes>();
StartCoroutine("WaitATick");
nma.stoppingDistance = attri.range;
}
示例2: attribute
protected Attributes _attributes; // start tags get attributes on construction. End tags get attributes on first new attribute (but only for parser convenience, not used).
public void NewAttribute()
{
if (_attributes == null)
{
_attributes = new Attributes();
}
if (_pendingAttributeName != null)
{
NSoup.Nodes.Attribute attribute;
if (_pendingAttributeValue == null)
{
attribute = new NSoup.Nodes.Attribute(_pendingAttributeName, "");
}
else
{
attribute = new NSoup.Nodes.Attribute(_pendingAttributeName, _pendingAttributeValue.ToString());
}
_attributes.Add(attribute);
}
_pendingAttributeName = null;
if (_pendingAttributeValue != null)
{
_pendingAttributeValue.Remove(0, _pendingAttributeValue.Length);
}
}
示例3: ControllerContext
public ControllerContext(ILog log, Attributes startupAttributes)
{
Ensure.NotNull(log, nameof(log));
Log = log;
StartupAttributes = startupAttributes ?? new Attributes();
}
示例4: CopyAttributes
private static Attributes CopyAttributes(Attributes source) {
if (source == null) {
return null;
} else {
return new Attributes(source.Name, source.Args, CopyAttributes(source.Prev));
}
}
示例5: Calculate
public override int Calculate(Attributes propertyAttrs, int val)
{
if (!Empty)
foreach (List<EffectNode> list in effects)
list.ForEach(node => node.Effect.Affect(propertyAttrs, node.Attributes, ref val));
return val;
}
示例6: Weapon
/// <summary>
/// Creates a new weapon with specified name and attributes.
/// </summary>
public Weapon(WeaponProperties data, CombatProperties propes, Attributes attri, StatusEffectProperties effect)
{
WeaponData = data;
CombatProperties = propes;
Attributes = attri;
Effect = effect;
}
示例7: NewAttribute
// attribute names are generally caught in one hop, not accumulated
// but values are accumulated, from e.g. & in hrefs
// start tags get attributes on construction. End tags get attributes on first new attribute (but only for parser convenience, not used).
internal void NewAttribute()
{
if (attributes == null)
{
attributes = new Attributes();
}
if (pendingAttributeName != null)
{
Attribute attribute;
if (pendingAttributeValue == null)
{
attribute = new Attribute(pendingAttributeName, string.Empty);
}
else
{
attribute = new Attribute(pendingAttributeName, pendingAttributeValue.ToString());
}
attributes.Put(attribute);
}
pendingAttributeName = null;
if (pendingAttributeValue != null)
{
pendingAttributeValue.Remove(0, pendingAttributeValue.Length);
}
}
示例8: equipment
public equipment(string name, equipSlots.equipmentType type, equipSlots.slots slot, int equipmentTier, int minlevel, int maxlevel, float health, float resource, float power, float defense, float mindmg, float maxdmg, float movespeed, float attackspeed, string flavortxt)
{
equipmentAttributes = new Attributes();
equipmentName = name;
equipmentType = type;
flavorText = flavortxt;
validSlot = slot;
tier = equipmentTier;
minlvl = minlevel;
maxlvl = maxlevel;
equipmentAttributes.Health = health;
equipmentAttributes.Resource = resource;
equipmentAttributes.Power = power;
equipmentAttributes.Defense = defense;
equipmentAttributes.MinDamage = mindmg;
equipmentAttributes.MaxDamage = maxdmg;
equipmentAttributes.AttackSpeed = attackspeed;
equipmentAttributes.MovementSpeed = movespeed;
slotList.Add("Head", equipSlots.slots.Head);
slotList.Add("Legs", equipSlots.slots.Legs);
slotList.Add("Feet", equipSlots.slots.Feet);
slotList.Add("Chest", equipSlots.slots.Chest);
slotList.Add("Main", equipSlots.slots.Main);
slotList.Add("Off", equipSlots.slots.Off);
twohand = false;
ranged = false;
onhit = "";
prefixname = "";
suffixname = "";
modelname = "default";
}
示例9: Screen
public Screen(int x, int y)
{
Width = x;
Height = y;
Buffer = new char[y * x];
Attributes = new Attributes[Buffer.Length];
}
示例10: affix
public affix(string name, equipSlots.affixtype type, float health, float resource, float power, float defense, float mindmg, float maxdmg, float movespeed, float attackspeed, equipSlots.slots[] validslots)
{
affixAttributes = new Attributes();
affixName = name;
affixType = type;
affixAttributes.Health = health;
affixAttributes.Resource = resource;
affixAttributes.Power = power;
affixAttributes.Defense = defense;
affixAttributes.MinDamage = mindmg;
affixAttributes.MaxDamage = maxdmg;
affixAttributes.AttackSpeed = attackspeed;
affixAttributes.MovementSpeed = movespeed;
foreach (equipSlots.slots slot in validslots)
{
affixSlots.Add(slot);
}
slotList.Add("Head", equipSlots.slots.Head);
slotList.Add("Legs", equipSlots.slots.Legs);
slotList.Add("Feet", equipSlots.slots.Feet);
slotList.Add("Chest", equipSlots.slots.Chest);
slotList.Add("Main", equipSlots.slots.Main);
slotList.Add("Off", equipSlots.slots.Off);
}
示例11: InitializeStats
public void InitializeStats(int level)
{
Attributes tempatts = new Attributes();
_entity = GetComponent<Entity>();
tempatts.Health = baseHP + scalingHP * (level - 1);
tempatts.Resource = baseResource + scalingResource * (level - 1);
tempatts.Power = basePower + scalingPower * (level - 1);
tempatts.Defense = baseDefense + scalingDefense * (level - 1);
tempatts.MinDamage = baseMinDmg + scalingMinDmg * (level - 1);
tempatts.MaxDamage = baseMaxDmg + scalingMaxDmg * (level - 1);
tempatts.MovementSpeed = baseMoveSpd + scalingMoveSpd * (level - 1);
tempatts.AttackSpeed = baseAttackSpd + scalingAttackSpd * (level - 1);
LootDropChance = UnityEngine.Random.Range(0f, 3f);
MinLootDrops = 1;
MaxLootDrops = 5;
_entity.baseAtt = tempatts;
GetComponent<Entity>().UpdateCurrentAttributes();
GetComponent<AIController>().doesWander = wanders;
GetComponent<AIController>().aggroRadius = _aggroRadius;
GetComponent<AIPursuit>().doesFlee= flees;
}
示例12: TestVideoConversion
internal string TestVideoConversion()
{
var readWriteFactory = new ReadWriteClassFactory();
var attributes = new Attributes
{
ReadWriterEnableHardwareTransforms = true,
SourceReaderEnableVideoProcessing = true
};
var readers = VideoFiles.Select(f => f.CreateSourceReader(readWriteFactory, attributes)).ToArray();
var testOuputFile = readers.First().FileName + ".tmp.test.wmv";
try
{
using (var sinkWriter = readWriteFactory.CreateSinkWriterFromURL(testOuputFile, attributes))
{
var writeToSink = ConnectStreams(readers, sinkWriter);
}
}
catch(Exception e)
{
return e.Message;
}
finally
{
if (readers != null)
foreach (var r in readers)
r.Dispose();
File.Delete(testOuputFile);
}
return null;
}
示例13: CreateSourceReader
public SourceReaderExtra CreateSourceReader(ReadWriteClassFactory readWriteFactory, Attributes attributes)
{
TraceDebug.WriteLine("Attempting to open file {0}".F(this.FileName));
var reader = readWriteFactory.CreateSourceReaderFromURL(this.FileName, attributes);
TraceDebug.WriteLine("Opened file {0}. Duration: {1}".F(this.FileName, reader.Duration.FromNanoToSeconds()));
return new SourceReaderExtra(this.FileName, this.State, reader);
}
示例14: Node
/// <summary>
/// Create a new Node.
/// </summary>
/// <param name="baseUri">base URI</param>
/// <param name="attributes">attributes (not null, but may be empty)</param>
internal Node(string baseUri, Attributes attributes)
{
Validate.NotNull(baseUri);
Validate.NotNull(attributes);
childNodes = new List<Node>(4);
this.baseUri = baseUri.Trim();
this.attributes = attributes;
}
示例15: RenderControl
public override System.Web.UI.WebControls.WebControl RenderControl(Attributes.Setting setting, Object sender)
{
tb.ID = setting.GetName();
tb.TextMode = TextBoxMode.Password;
tb.CssClass = "guiInputText guiInputStandardSize";
return tb;
}