本文整理汇总了C#中ConfigData类的典型用法代码示例。如果您正苦于以下问题:C# ConfigData类的具体用法?C# ConfigData怎么用?C# ConfigData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。
ConfigData类属于命名空间,在下文中一共展示了ConfigData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: DoCompilation
private static void DoCompilation(ConfigData cfg, ref bool showUsage)
{
var showUsage1 = showUsage;
CompilerEngine.ExecuteInSeparateAppDomain(
ce =>
{
ce.Configuration = cfg.Configuration;
ce.CsProject = cfg.CsProject;
ce.OutDir = cfg.OutDir;
ce.Referenced.Clear();
ce.TranlationHelpers.Clear();
ce.ReferencedPhpLibsLocations.Clear();
// src and dest can be in different application domain
// we need to add item by item
ce.Set1(cfg.Referenced.ToArray(),
cfg.TranlationHelpers.ToArray(),
cfg.ReferencedPhpLibsLocations.Select(a => a.Key + "\n" + a.Value).ToArray()
);
ce.BinaryOutputDir = cfg.BinaryOutputDir;
Debug.Assert(ce.Referenced.Count == cfg.Referenced.Count);
Debug.Assert(ce.TranlationHelpers.Count == cfg.TranlationHelpers.Count);
Debug.Assert(ce.ReferencedPhpLibsLocations.Count == cfg.ReferencedPhpLibsLocations.Count);
//ce.CopyFrom(aa);
ce.Check();
showUsage1 = false;
ce.Compile();
});
showUsage = showUsage1;
}
示例2: Create
//-------------------------------------------------------------------
// Factory function for ConfigData to initialize an array of this class
//-------------------------------------------------------------------
public static ConfigData Create()
{
ConfigData configData = new ConfigData();
for (int i = 0; i < 3; i++)
configData.Games[i] = Buffers.GameData.Create();
return configData;
}
示例3: ConfigData
// Copy constructor of ConfigData class.
public ConfigData(ConfigData original)
{
// Create Frame Marker array and copy over values from original.
frameMarkers =
new FrameMarker[QCARUtilities.GlobalVars.MAX_NUM_FRAME_MARKERS];
for (int i = 0; i < frameMarkers.Length; ++i)
{
frameMarkers[i] = original.frameMarkers[i];
}
// Create Frame Marker defined array and copy over values from original.
frameMarkersDefined =
new bool[QCARUtilities.GlobalVars.MAX_NUM_FRAME_MARKERS];
for (int i = 0; i < frameMarkersDefined.Length; ++i)
{
frameMarkersDefined[i] = original.frameMarkersDefined[i];
}
// Create Image Target dictionary from original.
imageTargets =
new Dictionary<string, ImageTarget>(original.imageTargets);
// Create Multi Target dictionary from original.
multiTargets =
new Dictionary<string, MultiTarget>(original.multiTargets);
}
示例4: ReadConfig
/// <summary>
/// Считывает содержимое конфигурационного файла. Предполагается, что файл точно существует и корректен.
/// </summary>
private static void ReadConfig()
{
var dsr = new DataContractSerializer(typeof(ConfigData));
configData = (ConfigData)dsr.ReadObject(new FileStream(ConfigFilePath, FileMode.Open));
Logger.Print("GTA Folder: " + configData.GTAFolderPath);
}
示例5: CopyToRetryRemoteTest
public void CopyToRetryRemoteTest()
{
FileRetryCommand cmd = new FileRetryCommand();
ConfigData stationConfig = new ConfigData(configStream);
cmd.Initialize(stationConfig);
string newID = DateTime.Now.Ticks.ToString();
string remoteTargetDir = @"\\test1.company.com\C$\Inspector\Test\Delay\Ready\";
string remoteTargetPath = remoteTargetDir + newID + ".tif";
// delete existing file
// NOTE: This is commented out because it had problems getting error 1219 from the UNC connection
// Workaround: new filename every time.
//string possibleError;
//bool useUNC;
//UNCAccessWithCredentials unc =
// Util.ConnectUNC("administrator", "password", remoteTargetDir, out possibleError, out useUNC);
//Assert.IsNull(possibleError, "Error trying to delete remote test file: " + possibleError);
//if (File.Exists(remoteTargetPath))
//{
// File.Delete(remoteTargetPath);
//}
//if (unc != null) unc.Dispose();
FileFolderInstance instance = new FileFolderInstance();
instance.ID = newID;
instance.FileName = "DOC46711.tif";
instance.Location = "FileFolderTest/Failed/" + instance.FileName;
instance.Path = ConfigDataTest.TESTFILEDIR + instance.Location;
cmd.CopyToRetry(instance);
Assert.IsTrue(File.Exists(remoteTargetPath));
}
示例6: Load
public static bool Load(out ConfigData cfg)
{
bool bSuccess = false;
cfg = Reset();
if (File.Exists(ConfigFile))
{
StreamReader cfgfilebe = File.OpenText(ConfigFile);
string[] temp = new string[2];
while (!cfgfilebe.EndOfStream)
{
temp = cfgfilebe.ReadLine().Split('=');
switch (temp[0])
{
case "smloc": cfg.studiomdl = temp[1]; break;
case "gmdir": cfg.gamedir = temp[1]; break;
case "autoc": cfg.autoclose = bool.Parse(temp[1]); break;
case "qcloc":
if (File.Exists(temp[1]))
{
cfg.qcloc = temp[1];
}
break;
default: break;
}
}
cfgfilebe.Close();
bSuccess = true;
}
return bSuccess;
}
示例7: JoinZone
//----------------------------------------------------------
// Public interface methods for UI
//----------------------------------------------------------
public void JoinZone()
{
// Set connection parameters
ConfigData cfg = new ConfigData();
cfg.Host = Host;
#if !UNITY_WEBGL
cfg.Port = TcpPort;
#else
cfg.Port = WSPort;
#endif
cfg.Zone = Zone;
// Initialize SFS2X client and add listeners
#if !UNITY_WEBGL
sfs = new SmartFox();
#else
sfs = new SmartFox(UseWebSocket.WS);
#endif
cfg.Debug = true;
// Set ThreadSafeMode explicitly, or Windows Store builds will get a wrong default value (false)
sfs.ThreadSafeMode = true;
sfs.AddEventListener(SFSEvent.CONNECTION, OnConnection);
sfs.AddEventListener(SFSEvent.CONNECTION_LOST, OnConnectionLost);
sfs.AddEventListener(SFSEvent.LOGIN, OnLogin);
sfs.AddEventListener(SFSEvent.LOGIN_ERROR, OnLoginError);
// Connect to SFS2X
sfs.Connect(cfg);
}
示例8: AddVirtualButtons
// Add Virtual Buttons that are specified in the configuration data.
public static void AddVirtualButtons(ImageTargetBehaviour it,
ConfigData.VirtualButton[] vbs)
{
for (int i = 0; i < vbs.Length; ++i)
{
AddVirtualButton(it, vbs[i]);
}
}
示例9: Connect
public void Connect(ConfigData data)
{
Debug.Log ("now connection Zone");
sfs.ThreadSafeMode = true;
Debug.Log ("IP : " + data.Host);
Debug.Log ("Port : " + data.Port);
sfs.Connect(data);
}
示例10: UpdateParts
// Updates MultiTarget parts with the values stored in the "prtConfigs"
// array. Deletes all parts and recreates them.
public static void UpdateParts(MultiTargetBehaviour mt,
ConfigData.MultiTargetPart[] prtConfigs)
{
Transform childTargets = mt.transform.Find("ChildTargets");
if (childTargets != null)
{
Object.DestroyImmediate(childTargets.gameObject);
}
GameObject newObject = new GameObject();
newObject.name = "ChildTargets";
newObject.transform.parent = mt.transform;
newObject.hideFlags = HideFlags.NotEditable;
newObject.transform.localPosition = Vector3.zero;
newObject.transform.localRotation = Quaternion.identity;
newObject.transform.localScale = Vector3.one;
childTargets = newObject.transform;
Material maskMaterial =
(Material)AssetDatabase.LoadAssetAtPath(
QCARUtilities.GlobalVars.PATH_TO_MASK_MATERIAL,
typeof(Material));
int numParts = prtConfigs.Length;
for (int i = 0; i < numParts; ++i)
{
ConfigData.ImageTarget itConfig;
if (!SceneManager.Instance.GetImageTarget(prtConfigs[i].name, out itConfig) &&
prtConfigs[i].name != QCARUtilities.GlobalVars.DEFAULT_NAME)
{
Debug.LogError("No image target named " + prtConfigs[i].name);
return;
}
Vector2 size = itConfig.size;
Vector3 scale = new Vector3(size.x * 0.1f, 1, size.y * 0.1f);
GameObject plane = GameObject.CreatePrimitive(PrimitiveType.Plane);
plane.name = prtConfigs[i].name;
plane.transform.parent = childTargets.transform;
plane.transform.localPosition = prtConfigs[i].translation;
plane.transform.localRotation = prtConfigs[i].rotation;
plane.transform.localScale = scale;
UpdateMaterial(plane);
plane.hideFlags = HideFlags.NotEditable;
MaskOutBehaviour script =
(MaskOutBehaviour)plane.AddComponent(typeof(MaskOutBehaviour));
script.maskMaterial = maskMaterial;
}
}
示例11: Save
public static void Save(ConfigData cfg)
{
StreamWriter sw = new StreamWriter(ConfigFile);
sw.WriteLine("smloc=" + cfg.studiomdl);
sw.WriteLine("gmdir=" + cfg.gamedir);
sw.WriteLine("autoc=" + cfg.autoclose);
sw.WriteLine("qcloc=" + cfg.qcloc);
sw.Close();
}
示例12: Initialize
/**
* initialization using data in ConfigData object.
* This should be called immediately after the constructor.
* Each Station subclass should call base.initialize(configData) from its
* own initialize() class.
*/
public override void Initialize(ConfigData configData, InstanceMemory memory, Resolver commandResolver)
{
base.Initialize(configData, memory, commandResolver); // common initialization
StationDescription = ("Test Station");
// for testing, set up StationEntity list
setTestStationEntities();
}
示例13: Remove
/// <summary>
/// 刪除指定的組態。
/// </summary>
/// <param name="conf"></param>
public void Remove(ConfigData conf)
{
if (Readonly)
throw new ArgumentException("此類型的組態是唯讀的。");
conf.Record.EditAction = 3; //刪除
Provider.SaveConfiguration(new ConfigurationRecord[] { conf.Record });
Cache.SyncData(conf.Namespace);
}
示例14: CreateConfigData
public static ConfigData CreateConfigData(object[,] head)
{
ConfigData cfgData = new ConfigData();
if (null == head || cfgData.Init(head) == false)
{
return null;
}
return cfgData;
}
示例15: Connect
void Connect()
{
ConfigData cfg = new ConfigData();
cfg.Host = input_ipAddress.text;
cfg.Port = System.Convert.ToInt32(sfsSetting.m_Port);
cfg.Zone = sfsSetting.m_zone;
cfg.Debug = true;
m_NetworkLobby.Connect (cfg);
}