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C# DetectionType类代码示例

本文整理汇总了C#中DetectionType的典型用法代码示例。如果您正苦于以下问题:C# DetectionType类的具体用法?C# DetectionType怎么用?C# DetectionType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。


DetectionType类属于命名空间,在下文中一共展示了DetectionType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: ProcessDetectedEventArgs

 public ProcessDetectedEventArgs(String detectedProcess, int processesCount, 
     DetectionType detectionType)
     : base()
 {
     this.DetectedProcess = detectedProcess;
     this.DetectionType = detectionType;
     this.ProcessesCount = processesCount;
 }
开发者ID:Nerlin,项目名称:massive-ironman,代码行数:8,代码来源:ForkProtection.cs

示例2: CanMove

        public virtual MoveResult CanMove(FloatRectangle bounds, Vector2 interpolation, DetectionType detectionType)
        {
            FloatRectangle xTarget = bounds.Displace(interpolation * Direction.Right);
            FloatRectangle yTarget = bounds.Displace(interpolation * Direction.Down);
            FloatRectangle target = bounds.Displace(interpolation);

            return CanMove(bounds, interpolation, detectionType, xTarget, yTarget, target);
        }
开发者ID:bevacqua,项目名称:MarianX,代码行数:8,代码来源:StaticCollisionDetection.cs

示例3: Notification

        public Notification(String processName, int processCount, DetectionType detectionType)
        {
            this.ProcessName = processName;
            this.DetectionType = detectionType;
            this.ProcessCount = processCount;

            this.Response = UserResponse.NoResponse;

            InitializeComponent();
            SetPosition();

            RefreshComponents();
        }
开发者ID:Nerlin,项目名称:massive-ironman,代码行数:13,代码来源:Notification.cs

示例4: DetectFace

        public DetectionReturn DetectFace(DetectionType detectionType, String fileName, int sensibility, int minSize)
        {
            HaarCascade faceDetection;

            switch(detectionType)
            {
                case DetectionType.Profile:
                    faceDetection = new HaarCascade(@"C:\Users\wagner\Documents\visual studio 2013\Projects\FaceDetection\FaceDetection\haarcascade_profileface.xml");
                    break;
                case DetectionType.Face2:
                    faceDetection = new HaarCascade(@"C:\Users\wagner\Documents\visual studio 2013\Projects\FaceDetection\FaceDetection\haarcascade_frontalface_alt.xml");
                    break;
                case DetectionType.Face3:
                    faceDetection = new HaarCascade(@"C:\Users\wagner\Documents\visual studio 2013\Projects\FaceDetection\FaceDetection\haarcascade_frontalface_alt2.xml");
                    break;
                case DetectionType.Face4:
                    faceDetection = new HaarCascade(@"C:\Users\wagner\Documents\visual studio 2013\Projects\FaceDetection\FaceDetection\haarcascade_frontalface_alt_tree.xml");
                    break;
                case DetectionType.Default:
                    faceDetection = new HaarCascade(@"C:\Users\wagner\Documents\visual studio 2013\Projects\FaceDetection\FaceDetection\haarcascade_frontalface_default.xml");
                    break;
                case DetectionType.Face:
                    faceDetection = new HaarCascade(@"C:\Users\wagner\Documents\visual studio 2013\Projects\FaceDetection\FaceDetection\haarcascade_frontalface_default.xml");
                    break;
                default:
                    faceDetection = new HaarCascade(@"C:\Users\wagner\Documents\visual studio 2013\Projects\FaceDetection\FaceDetection\haarcascade_frontalface_default.xml");
                    break;
            }

            Image<Bgr, byte> image = new Image<Bgr, byte>(fileName);
            Image<Gray, byte> imageGray = image.Convert<Gray,byte>();

            MCvAvgComp[] detectedFaces = imageGray.DetectHaarCascade(faceDetection, 1.1, sensibility, Emgu.CV.CvEnum.HAAR_DETECTION_TYPE.DEFAULT, new Size(minSize, minSize))[0];

            List<Rectangle> rectList = new List<Rectangle>();
            foreach (var face in detectedFaces)
            {
                rectList.Add(new Rectangle()
                {
                    X = face.rect.X,
                    Y = face.rect.Y,
                    Height = face.rect.Height,
                    Width = face.rect.Height,
                    Size = face.rect.Size,
                    Location = face.rect.Location
                });
            }

            return new DetectionReturn(image, rectList);
        }
开发者ID:01kobayashi,项目名称:face-detection,代码行数:50,代码来源:Detection.cs

示例5: Skillshot

        public Skillshot(
            DetectionType detectionType,
            SpellData spellData,
            int startT,
            Vector2 start,
            Vector2 end,
            Obj_AI_Base unit)
        {
            this.DetectionType = detectionType;
            this.SpellData = spellData;
            this.StartTick = startT;
            this.Start = start;
            this.End = end;
            this.MissilePosition = start;
            this.Direction = (end - start).Normalized();

            this.Unit = unit;

            //Create the spatial object for each type of skillshot.
            switch (spellData.Type)
            {
                case SkillShotType.SkillshotCircle:
                    this.Circle = new Geometry.Circle(this.CollisionEnd, spellData.Radius);
                    break;
                case SkillShotType.SkillshotLine:
                    this.Rectangle = new Geometry.Rectangle(this.Start, this.CollisionEnd, spellData.Radius);
                    break;
                case SkillShotType.SkillshotMissileLine:
                    this.Rectangle = new Geometry.Rectangle(this.Start, this.CollisionEnd, spellData.Radius);
                    break;
                case SkillShotType.SkillshotCone:
                    this.Sector = new Geometry.Sector(
                        start,
                        this.CollisionEnd - start,
                        spellData.Radius * (float)Math.PI / 180,
                        spellData.Range);
                    break;
                case SkillShotType.SkillshotRing:
                    this.Ring = new Geometry.Ring(this.CollisionEnd, spellData.Radius, spellData.RingRadius);
                    break;
            }

            this.UpdatePolygon(); //Create the polygon.
        }
开发者ID:codekrolik,项目名称:Supper,代码行数:44,代码来源:Skillshot.cs

示例6: Skillshot

        public Skillshot(DetectionType detectionType,
            SpellData spellData,
            int startT,
            Vector2 start,
            Vector2 end,
            Obj_AI_Base unit,
            Obj_AI_Base target = null
            )
        {
            DetectionType = detectionType;
            SpellData = spellData;
            StartTick = startT;
            Start = start;
            End = end;
            MissilePosition = start;
            Direction = (end - start).Normalized();
            Target = target;
            Unit = unit;

            //Create the spatial object for each type of skillshot.
            switch (spellData.Type)
            {
                case SkillShotType.SkillshotCircle:
                    Circle = new Geometry.Circle(CollisionEnd, spellData.Radius);
                    break;
                case SkillShotType.SkillshotLine:
                    Rectangle = new Geometry.Rectangle(Start, CollisionEnd, spellData.Radius);
                    break;
                case SkillShotType.SkillshotMissileLine:
                    Rectangle = new Geometry.Rectangle(Start, CollisionEnd, spellData.Radius);
                    break;
                case SkillShotType.SkillshotCone:
                    Sector = new Geometry.Sector(
                        start, CollisionEnd - start, spellData.Radius * (float) Math.PI / 180, spellData.Range);
                    break;
                case SkillShotType.SkillshotRing:
                    Ring = new Geometry.Ring(CollisionEnd, spellData.Radius, spellData.RingRadius);
                    break;
            }

            UpdatePolygon(); //Create the polygon.
        }
开发者ID:TristeMyth,项目名称:Triste,代码行数:42,代码来源:Skillshot.cs

示例7: ProcessExcludedDetectionTypes

        /// <summary>
        /// In cases where the user decided to use the shortcut NONE, this method sets the value of the ExcludedDetectionType property to reflect the correct values.
        /// </summary>
        public static DetectionType[] ProcessExcludedDetectionTypes(DetectionType[] excludedDetectionTypes)
        {
            if (excludedDetectionTypes == null || excludedDetectionTypes.Length == 0)
            {
                return excludedDetectionTypes;
            }

            if (excludedDetectionTypes.Length == 1)
            {
                if (excludedDetectionTypes[0] == DetectionType.None)
                {
                    return new DetectionType[] { };
                }
            }
            else
            {
                if (excludedDetectionTypes.Contains(DetectionType.None))
                {
                    throw new Exception(string.Format(Properties.Resources.InvalidExcludedDetectionTypeSet, DetectionType.None));
                }
            }
            return excludedDetectionTypes;
        }
开发者ID:Azure,项目名称:azure-powershell,代码行数:26,代码来源:BaseThreatDetectionPolicyModel.cs

示例8: Skillshot

 public Skillshot(DetectionType detectionType,
     SpellData spellData,
     int startT,
     Vector2 start,
     Vector2 end,
     Obj_AI_Base unit)
 {
     DetectionType = detectionType;
     SpellData = spellData;
     StartTick = startT;
     Start = start;
     End = end;
     Direction = (end - start).Normalized();
     Unit = unit;
     switch (spellData.Type)
     {
         case SkillShotType.SkillshotCircle:
             Circle = new Geometry.Circle(CollisionEnd, spellData.Radius);
             break;
         case SkillShotType.SkillshotLine:
             Rectangle = new Geometry.Rectangle(Start, CollisionEnd, spellData.Radius);
             break;
         case SkillShotType.SkillshotMissileLine:
             Rectangle = new Geometry.Rectangle(Start, CollisionEnd, spellData.Radius);
             break;
         case SkillShotType.SkillshotCone:
             Sector = new Geometry.Sector(
                 start, CollisionEnd - start, spellData.Radius * (float) Math.PI / 180, spellData.Range);
             break;
         case SkillShotType.SkillshotRing:
             Ring = new Geometry.Ring(CollisionEnd, spellData.Radius, spellData.RingRadius);
             break;
         case SkillShotType.SkillshotArc:
             Arc = new Geometry.Arc(
                 start, end, Config.SkillShotsExtraRadius + (int) ObjectManager.Player.BoundingRadius);
             break;
     }
     UpdatePolygon();
 }
开发者ID:hieuseu1,项目名称:LeagueSharp-1,代码行数:39,代码来源:Skillshot.cs

示例9: TriggerOnDetectSkillshot

 private static void TriggerOnDetectSkillshot(
     this SpellData spellData,
     DetectionType detectionType,
     int startT,
     Vector2 start,
     Vector2 end,
     Obj_AI_Base unit)
 {
     if (OnDetectSkillshot != null)
     {
         OnDetectSkillshot(new Skillshot(detectionType, spellData, startT, start, end, unit));
     }
 }
开发者ID:dusql,项目名称:LeagueSharp,代码行数:13,代码来源:SkillshotDetector.cs

示例10: Skillshot

 public Skillshot(
     DetectionType detectionType,
     SpellData spellData,
     int startT,
     Vector2 start,
     Vector2 end,
     Obj_AI_Base unit,
     MissileClient missile = null)
 {
     this.DetectionType = detectionType;
     this.SpellData = spellData;
     this.StartTick = startT;
     this.Start = start;
     this.End = end;
     this.Direction = (end - start).LSNormalized();
     this.Unit = unit;
     this.Missile = missile;
     switch (spellData.Type)
     {
         case SkillShotType.SkillshotCircle:
             this.Circle = new Geometry.Circle(this.CollisionEnd, spellData.Radius);
             break;
         case SkillShotType.SkillshotLine:
             this.Rectangle = new Geometry.Rectangle(this.Start, this.CollisionEnd, spellData.Radius);
             break;
         case SkillShotType.SkillshotMissileLine:
             this.Rectangle = new Geometry.Rectangle(this.Start, this.CollisionEnd, spellData.Radius);
             break;
         case SkillShotType.SkillshotCone:
             this.Sector = new Geometry.Sector(
                 start,
                 this.CollisionEnd - start,
                 spellData.Radius * (float)Math.PI / 180,
                 spellData.Range);
             break;
         case SkillShotType.SkillshotRing:
             this.Ring = new Geometry.Ring(this.CollisionEnd, spellData.Radius, spellData.RingRadius);
             break;
         case SkillShotType.SkillshotArc:
             this.Arc = new Geometry.Arc(
                 start,
                 end,
                 Config.SkillShotsExtraRadius + (int)Program.Player.BoundingRadius);
             break;
     }
     this.UpdatePolygon();
 }
开发者ID:CONANLXF,项目名称:AIO,代码行数:47,代码来源:Skillshot.cs

示例11: TriggerOnDetectSkillshot

 private static void TriggerOnDetectSkillshot(
     DetectionType detectionType,
     SpellData spellData,
     int startT,
     Vector2 start,
     Vector2 end,
     Vector2 originalEnd,
     Obj_AI_Base unit,
     MissileClient missile = null)
 {
     OnDetectSkillshot?.Invoke(new Skillshot(detectionType, spellData, startT, start, end, unit, missile) { OriginalEnd = originalEnd });
 }
开发者ID:CONANLXF,项目名称:AIO,代码行数:12,代码来源:SkillshotDetector.cs

示例12: OnInspectorGUI

 		public override void OnInspectorGUI () 
		{


		
		Climate_Zone_C self = (Climate_Zone_C)target;
    
    	//Time Number Variables
    	EditorGUILayout.LabelField("UniStorm Climate Generator", EditorStyles.boldLabel);
		EditorGUILayout.LabelField("By: Black Horizon Studios", EditorStyles.label);
		EditorGUILayout.Space();
		EditorGUILayout.Space();
		EditorGUILayout.Space();
		EditorGUILayout.Space();

		EditorGUILayout.LabelField("Climate Options", EditorStyles.boldLabel);

		EditorGUILayout.Space();

		self.ClimateName = EditorGUILayout.TextField ("Climate Name", self.ClimateName);

		EditorGUILayout.HelpBox("The name of your climate.", MessageType.None, true);

		EditorGUILayout.Space();

		editorDetectionType = (DetectionType)self.DetectionType;
		editorDetectionType = (DetectionType)EditorGUILayout.EnumPopup("Detection Type", editorDetectionType);
		self.DetectionType = (int)editorDetectionType;

		EditorGUILayout.HelpBox("The Detection Type determins how your weather zone is triggered. This can be based on the Height (where your player must reach a certain height in order for the Climate Zone to change; this can be perfect for Mountains) or based on an OnTrigger collision (where you player must hit the trigger in order for the Climate Zone to change; perfect for Desert areas, Rainforests, Swamps, etc).", MessageType.None, true);

		EditorGUILayout.Space();

		if (self.DetectionType == 1)
		{


			bool PlayerObject = !EditorUtility.IsPersistent (self);
			self.PlayerObject = (GameObject)EditorGUILayout.ObjectField ("Player Object", self.PlayerObject, typeof(GameObject), PlayerObject);

			EditorGUILayout.HelpBox("Assign your player object here. The Climate System will use your player's height (Y position) to detect when to change Climate Zones.", MessageType.None, true);

			EditorGUILayout.Space();

			self.climateHeight = EditorGUILayout.IntField ("Climate Height", self.climateHeight);

			EditorGUILayout.HelpBox("The height needed to change the Climate Zone.", MessageType.None, true);

			EditorGUILayout.Space();

			editorIfGreaterOrLessThan = (IfGreaterOrLessThan)self.ifGreaterOrLessThan;
			editorIfGreaterOrLessThan = (IfGreaterOrLessThan)EditorGUILayout.EnumPopup("If Greater Or Less Than", editorIfGreaterOrLessThan);
			self.ifGreaterOrLessThan = (int)editorIfGreaterOrLessThan;

			EditorGUILayout.HelpBox("Based on the height above, does your player need to be above or below " + self.climateHeight.ToString() + " to make the climate change? Example: Moutains are above 300 units and Grasslands are below 300 units." , MessageType.None, true);

			EditorGUILayout.Space();

			self.updateInterval = EditorGUILayout.FloatField ("Update Interval", self.updateInterval);

			EditorGUILayout.HelpBox("How often (in seconds) the Climate Zone is updated to check the player's height" , MessageType.None, true);
		}

		if (self.DetectionType == 0)
		{
			self.playerTag = EditorGUILayout.TextField ("Tag Name", self.playerTag);
			
			EditorGUILayout.HelpBox("The Tag name of your player.", MessageType.None, true);
			
			EditorGUILayout.Space();
		}

		EditorGUILayout.Space();
		EditorGUILayout.Space();

			
		EditorGUILayout.LabelField("Current Climate", EditorStyles.boldLabel);

		EditorGUILayout.HelpBox("This is the current climate that is generated.", MessageType.None, true);

		self.startingSpringTemp = EditorGUILayout.IntField ("Starting Spring Temp", self.startingSpringTemp);
		self.minSpringTemp = EditorGUILayout.IntField ("Min Spring", self.minSpringTemp);
		self.maxSpringTemp = EditorGUILayout.IntField ("Max Spring", self.maxSpringTemp);
		EditorGUILayout.Space();
		
		self.startingSummerTemp = EditorGUILayout.IntField ("Starting Summer Temp", self.startingSummerTemp);
		self.minSummerTemp = EditorGUILayout.IntField ("Min Summer", self.minSummerTemp);
		self.maxSummerTemp = EditorGUILayout.IntField ("Max Summer", self.maxSummerTemp);
		EditorGUILayout.Space();
		
		self.startingFallTemp = EditorGUILayout.IntField ("Starting Fall Temp", self.startingFallTemp);
		self.minFallTemp = EditorGUILayout.IntField ("Min Fall", self.minFallTemp);
		self.maxFallTemp = EditorGUILayout.IntField ("Max Fall", self.maxFallTemp);
		EditorGUILayout.Space();
		
		self.startingWinterTemp = EditorGUILayout.IntField ("Starting Winter Temp", self.startingWinterTemp);
		self.minWinterTemp = EditorGUILayout.IntField ("Min Winter", self.minWinterTemp);
		self.maxWinterTemp = EditorGUILayout.IntField ("Max Winter", self.maxWinterTemp);

		EditorGUILayout.Space();
//.........这里部分代码省略.........
开发者ID:cghyuk,项目名称:Clock,代码行数:101,代码来源:Climate_Zone_Editor_C.cs

示例13: Skillshot

 public Skillshot(DetectionType detectionType,
     SpellData spellData,
     int startT,
     Vector2 start,
     Vector2 end,
     Obj_AI_Base unit)
 {
     DetectionType = detectionType;
     SpellData = spellData;
     StartTick = startT;
     Start = start;
     End = end;
     MissilePosition = start;
     Direction = (end - start).Normalized();
     Unit = unit;
     switch (spellData.Type)
     {
         case SkillShotType.SkillshotCircle:
             Circle = new Geometry.Polygon.Circle(CollisionEnd, spellData.Radius, 22);
             break;
         case SkillShotType.SkillshotLine:
         case SkillShotType.SkillshotMissileLine:
             Rectangle = new Geometry.Polygon.Rectangle(Start, CollisionEnd, spellData.Radius);
             break;
         case SkillShotType.SkillshotCone:
             Sector = new Geometry.Polygon.Sector(
                 start, CollisionEnd - start, spellData.Radius * (float) Math.PI / 180, spellData.Range, 22);
             break;
         case SkillShotType.SkillshotRing:
             Ring = new Geometry.Polygon.Ring(CollisionEnd, spellData.Radius, spellData.RingRadius, 22);
             break;
     }
     UpdatePolygon();
 }
开发者ID:apuio19721,项目名称:LeagueSharp,代码行数:34,代码来源:Skillshot.cs

示例14: TriggerOnDetectSkillshot

 private static void TriggerOnDetectSkillshot(
     DetectionType detectionType,
     SpellData spellData,
     int startT,
     Vector2 start,
     Vector2 end,
     Obj_AI_Base unit)
 {
     OnDetectSkillshot?.Invoke(new Skillshot(detectionType, spellData, startT, start, end, unit));
 }
开发者ID:q51251,项目名称:LeagueSharp-8,代码行数:10,代码来源:SkillshotDetector.cs

示例15: Skillshot

        public Skillshot(DetectionType detectionType,
            SkillshotData skillshotData,
            int startT,
            Vector2 startPosition,
            Vector2 endPosition,
            Obj_AI_Base caster)
        {
            DetectionType = detectionType;
            SkillshotData = skillshotData;
            StartTick = startT;
            StartPosition = startPosition;
            EndPosition = endPosition;
            MissilePosition = startPosition;
            Direction = (endPosition - startPosition).Normalized();
            Caster = caster;

            //Create the spatial object for each type of skillshot.
            switch (skillshotData.Type)
            {
                case SkillShotType.SkillshotCircle:
                    Circle = new SkillshotGeometry.Circle(CollisionEnd, skillshotData.Radius);
                    break;
                case SkillShotType.SkillshotLine:
                    Rectangle = new SkillshotGeometry.Rectangle(StartPosition, CollisionEnd, skillshotData.Radius);
                    break;
                case SkillShotType.SkillshotMissileLine:
                    Rectangle = new SkillshotGeometry.Rectangle(StartPosition, CollisionEnd, skillshotData.Radius);
                    break;
                case SkillShotType.SkillshotCone:
                    Sector = new SkillshotGeometry.Sector(
                        startPosition, CollisionEnd - startPosition, skillshotData.Radius*(float) Math.PI/180,
                        skillshotData.Range);
                    break;
                case SkillShotType.SkillshotRing:
                    Ring = new SkillshotGeometry.Ring(CollisionEnd, skillshotData.Radius, skillshotData.RingRadius);
                    break;
            }

            UpdatePolygon(); // Create the polygon
        }
开发者ID:Xelamats,项目名称:PortAIO,代码行数:40,代码来源:Skillshot.cs


注:本文中的DetectionType类示例由纯净天空整理自Github/MSDocs等开源代码及文档管理平台,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。