当前位置: 首页>>代码示例>>C#>>正文


C# ExposedList.TrimExcess方法代码示例

本文整理汇总了C#中ExposedList.TrimExcess方法的典型用法代码示例。如果您正苦于以下问题:C# ExposedList.TrimExcess方法的具体用法?C# ExposedList.TrimExcess怎么用?C# ExposedList.TrimExcess使用的例子?那么, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在ExposedList的用法示例。


在下文中一共展示了ExposedList.TrimExcess方法的4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: ReadAnimation


//.........这里部分代码省略.........
							if (attachment is MeshAttachment)
								vertexCount = ((MeshAttachment)attachment).vertices.Length;
							else
								vertexCount = ((WeightedMeshAttachment)attachment).Weights.Length / 3 * 2;

							int frameIndex = 0;
							foreach (Dictionary<String, Object> valueMap in values) {
								float[] vertices;
								if (!valueMap.ContainsKey("vertices")) {
									if (attachment is MeshAttachment)
										vertices = ((MeshAttachment)attachment).vertices;
									else
										vertices = new float[vertexCount];
								} else {
									var verticesValue = (List<Object>)valueMap["vertices"];
									vertices = new float[vertexCount];
									int start = GetInt(valueMap, "offset", 0);
									if (scale == 1) {
										for (int i = 0, n = verticesValue.Count; i < n; i++)
											vertices[i + start] = (float)verticesValue[i];
									} else {
										for (int i = 0, n = verticesValue.Count; i < n; i++)
											vertices[i + start] = (float)verticesValue[i] * scale;
									}
									if (attachment is MeshAttachment) {
										float[] meshVertices = ((MeshAttachment)attachment).vertices;
										for (int i = 0; i < vertexCount; i++)
											vertices[i] += meshVertices[i];
									}
								}

								timeline.SetFrame(frameIndex, (float)valueMap["time"], vertices);
								ReadCurve(timeline, frameIndex, valueMap);
								frameIndex++;
							}
							timelines.Add(timeline);
							duration = Math.Max(duration, timeline.frames[timeline.FrameCount - 1]);
						}
					}
				}
			}

			if (map.ContainsKey("drawOrder") || map.ContainsKey("draworder")) {
				var values = (List<Object>)map[map.ContainsKey("drawOrder") ? "drawOrder" : "draworder"];
				var timeline = new DrawOrderTimeline(values.Count);
				int slotCount = skeletonData.slots.Count;
				int frameIndex = 0;
				foreach (Dictionary<String, Object> drawOrderMap in values) {
					int[] drawOrder = null;
					if (drawOrderMap.ContainsKey("offsets")) {
						drawOrder = new int[slotCount];
						for (int i = slotCount - 1; i >= 0; i--)
							drawOrder[i] = -1;
						var offsets = (List<Object>)drawOrderMap["offsets"];
						int[] unchanged = new int[slotCount - offsets.Count];
						int originalIndex = 0, unchangedIndex = 0;
						foreach (Dictionary<String, Object> offsetMap in offsets) {
							int slotIndex = skeletonData.FindSlotIndex((String)offsetMap["slot"]);
							if (slotIndex == -1) throw new Exception("Slot not found: " + offsetMap["slot"]);
							// Collect unchanged items.
							while (originalIndex != slotIndex)
								unchanged[unchangedIndex++] = originalIndex++;
							// Set changed items.
							int index = originalIndex + (int)(float)offsetMap["offset"];
							drawOrder[index] = originalIndex++;
						}
						// Collect remaining unchanged items.
						while (originalIndex < slotCount)
							unchanged[unchangedIndex++] = originalIndex++;
						// Fill in unchanged items.
						for (int i = slotCount - 1; i >= 0; i--)
							if (drawOrder[i] == -1) drawOrder[i] = unchanged[--unchangedIndex];
					}
					timeline.SetFrame(frameIndex++, (float)drawOrderMap["time"], drawOrder);
				}
				timelines.Add(timeline);
				duration = Math.Max(duration, timeline.frames[timeline.FrameCount - 1]);
			}

			if (map.ContainsKey("events")) {
				var eventsMap = (List<Object>)map["events"];
				var timeline = new EventTimeline(eventsMap.Count);
				int frameIndex = 0;
				foreach (Dictionary<String, Object> eventMap in eventsMap) {
					EventData eventData = skeletonData.FindEvent((String)eventMap["name"]);
					if (eventData == null) throw new Exception("Event not found: " + eventMap["name"]);
					float time = (float)eventMap["time"];
					var e = new Event(time, eventData);
					e.Int = GetInt(eventMap, "int", eventData.Int);
					e.Float = GetFloat(eventMap, "float", eventData.Float);
					e.String = GetString(eventMap, "string", eventData.String);
					timeline.SetFrame(frameIndex++, time, e);
				}
				timelines.Add(timeline);
				duration = Math.Max(duration, timeline.frames[timeline.FrameCount - 1]);
			}

			timelines.TrimExcess();
			skeletonData.animations.Add(new Animation(name, timelines, duration));
		}
开发者ID:redguitar,项目名称:spine-runtimes,代码行数:101,代码来源:SkeletonJson.cs

示例2: ReadAnimation


//.........这里部分代码省略.........
						Attachment attachment = skin.GetAttachment(slotIndex, ReadString(input));
						int frameCount = ReadInt(input, true);
						FFDTimeline timeline = new FFDTimeline(frameCount);
						timeline.slotIndex = slotIndex;
						timeline.attachment = attachment;
						for (int frameIndex = 0; frameIndex < frameCount; frameIndex++) {
							float time = ReadFloat(input);

							float[] vertices;
							int vertexCount;
							if (attachment is MeshAttachment)
								vertexCount = ((MeshAttachment)attachment).vertices.Length;
							else
								vertexCount = ((SkinnedMeshAttachment)attachment).weights.Length / 3 * 2;

							int end = ReadInt(input, true);
							if (end == 0) {
								if (attachment is MeshAttachment)
									vertices = ((MeshAttachment)attachment).vertices;
								else
									vertices = new float[vertexCount];
							} else {
								vertices = new float[vertexCount];
								int start = ReadInt(input, true);
								end += start;
								if (scale == 1) {
									for (int v = start; v < end; v++)
										vertices[v] = ReadFloat(input);
								} else {
									for (int v = start; v < end; v++)
										vertices[v] = ReadFloat(input) * scale;
								}
								if (attachment is MeshAttachment) {
									float[] meshVertices = ((MeshAttachment)attachment).vertices;
									for (int v = 0, vn = vertices.Length; v < vn; v++)
										vertices[v] += meshVertices[v];
								}
							}

							timeline.SetFrame(frameIndex, time, vertices);
							if (frameIndex < frameCount - 1) ReadCurve(input, frameIndex, timeline);
						}
						timelines.Add(timeline);
						duration = Math.Max(duration, timeline.frames[frameCount - 1]);
					}
				}
			}

			// Draw order timeline.
			int drawOrderCount = ReadInt(input, true);
			if (drawOrderCount > 0) {
				DrawOrderTimeline timeline = new DrawOrderTimeline(drawOrderCount);
				int slotCount = skeletonData.slots.Count;
				for (int i = 0; i < drawOrderCount; i++) {
					int offsetCount = ReadInt(input, true);
					int[] drawOrder = new int[slotCount];
					for (int ii = slotCount - 1; ii >= 0; ii--)
						drawOrder[ii] = -1;
					int[] unchanged = new int[slotCount - offsetCount];
					int originalIndex = 0, unchangedIndex = 0;
					for (int ii = 0; ii < offsetCount; ii++) {
						int slotIndex = ReadInt(input, true);
						// Collect unchanged items.
						while (originalIndex != slotIndex)
							unchanged[unchangedIndex++] = originalIndex++;
						// Set changed items.
						drawOrder[originalIndex + ReadInt(input, true)] = originalIndex++;
					}
					// Collect remaining unchanged items.
					while (originalIndex < slotCount)
						unchanged[unchangedIndex++] = originalIndex++;
					// Fill in unchanged items.
					for (int ii = slotCount - 1; ii >= 0; ii--)
						if (drawOrder[ii] == -1) drawOrder[ii] = unchanged[--unchangedIndex];
					timeline.SetFrame(i, ReadFloat(input), drawOrder);
				}
				timelines.Add(timeline);
				duration = Math.Max(duration, timeline.frames[drawOrderCount - 1]);
			}

			// Event timeline.
			int eventCount = ReadInt(input, true);
			if (eventCount > 0) {
				EventTimeline timeline = new EventTimeline(eventCount);
				for (int i = 0; i < eventCount; i++) {
					float time = ReadFloat(input);
					EventData eventData = skeletonData.events.Items[ReadInt(input, true)];
					Event e = new Event(eventData);
					e.Int = ReadInt(input, false);
					e.Float = ReadFloat(input);
					e.String = ReadBoolean(input) ? ReadString(input) : eventData.String;
					timeline.SetFrame(i, time, e);
				}
				timelines.Add(timeline);
				duration = Math.Max(duration, timeline.frames[eventCount - 1]);
			}

			timelines.TrimExcess();
			skeletonData.animations.Add(new Animation(name, timelines, duration));
		}
开发者ID:josejaime14,项目名称:ocdc_ggj16,代码行数:101,代码来源:SkeletonBinary.cs

示例3: ReadAnimation


//.........这里部分代码省略.........
							if (attachment == null) throw new Exception("Deform attachment not found: " + timelineMap.Key);
							bool weighted = attachment.bones != null;
							float[] vertices = attachment.vertices;
							int deformLength = weighted ? vertices.Length / 3 * 2 : vertices.Length;

							var timeline = new DeformTimeline(values.Count);
							timeline.slotIndex = slotIndex;
							timeline.attachment = attachment;
							
							int frameIndex = 0;
							foreach (Dictionary<String, Object> valueMap in values) {
								float[] deform;
								if (!valueMap.ContainsKey("vertices")) {
									deform = weighted ? new float[deformLength] : vertices;
								} else {
									deform = new float[deformLength];
									int start = GetInt(valueMap, "offset", 0);
									float[] verticesValue = GetFloatArray(valueMap, "vertices", 1);
									Array.Copy(verticesValue, 0, deform, start, verticesValue.Length);
									if (scale != 1) {
										for (int i = start, n = i + verticesValue.Length; i < n; i++)
											deform[i] *= scale;
									}

									if (!weighted) {
										for (int i = 0; i < deformLength; i++)
											deform[i] += vertices[i];
									}
								}

								timeline.SetFrame(frameIndex, (float)valueMap["time"], deform);
								ReadCurve(valueMap, timeline, frameIndex);
								frameIndex++;
							}
							timelines.Add(timeline);
							duration = Math.Max(duration, timeline.frames[timeline.FrameCount - 1]);
						}
					}
				}
			}

			// Draw order timeline.
			if (map.ContainsKey("drawOrder") || map.ContainsKey("draworder")) {
				var values = (List<Object>)map[map.ContainsKey("drawOrder") ? "drawOrder" : "draworder"];
				var timeline = new DrawOrderTimeline(values.Count);
				int slotCount = skeletonData.slots.Count;
				int frameIndex = 0;
				foreach (Dictionary<String, Object> drawOrderMap in values) {
					int[] drawOrder = null;
					if (drawOrderMap.ContainsKey("offsets")) {
						drawOrder = new int[slotCount];
						for (int i = slotCount - 1; i >= 0; i--)
							drawOrder[i] = -1;
						var offsets = (List<Object>)drawOrderMap["offsets"];
						int[] unchanged = new int[slotCount - offsets.Count];
						int originalIndex = 0, unchangedIndex = 0;
						foreach (Dictionary<String, Object> offsetMap in offsets) {
							int slotIndex = skeletonData.FindSlotIndex((String)offsetMap["slot"]);
							if (slotIndex == -1) throw new Exception("Slot not found: " + offsetMap["slot"]);
							// Collect unchanged items.
							while (originalIndex != slotIndex)
								unchanged[unchangedIndex++] = originalIndex++;
							// Set changed items.
							int index = originalIndex + (int)(float)offsetMap["offset"];
							drawOrder[index] = originalIndex++;
						}
						// Collect remaining unchanged items.
						while (originalIndex < slotCount)
							unchanged[unchangedIndex++] = originalIndex++;
						// Fill in unchanged items.
						for (int i = slotCount - 1; i >= 0; i--)
							if (drawOrder[i] == -1) drawOrder[i] = unchanged[--unchangedIndex];
					}
					timeline.SetFrame(frameIndex++, (float)drawOrderMap["time"], drawOrder);
				}
				timelines.Add(timeline);
				duration = Math.Max(duration, timeline.frames[timeline.FrameCount - 1]);
			}

			// Event timeline.
			if (map.ContainsKey("events")) {
				var eventsMap = (List<Object>)map["events"];
				var timeline = new EventTimeline(eventsMap.Count);
				int frameIndex = 0;
				foreach (Dictionary<String, Object> eventMap in eventsMap) {
					EventData eventData = skeletonData.FindEvent((String)eventMap["name"]);
					if (eventData == null) throw new Exception("Event not found: " + eventMap["name"]);
					var e = new Event((float)eventMap["time"], eventData);
					e.Int = GetInt(eventMap, "int", eventData.Int);
					e.Float = GetFloat(eventMap, "float", eventData.Float);
					e.String = GetString(eventMap, "string", eventData.String);
					timeline.SetFrame(frameIndex++, e);
				}
				timelines.Add(timeline);
				duration = Math.Max(duration, timeline.frames[timeline.FrameCount - 1]);
			}

			timelines.TrimExcess();
			skeletonData.animations.Add(new Animation(name, timelines, duration));
		}
开发者ID:EsotericSoftware,项目名称:spine-runtimes,代码行数:101,代码来源:SkeletonJson.cs

示例4: ReadAnimation


//.........这里部分代码省略.........
			for (int i = 0, n = ReadVarint(input, true); i < n; i++) {
				Skin skin = skeletonData.skins.Items[ReadVarint(input, true)];
				for (int ii = 0, nn = ReadVarint(input, true); ii < nn; ii++) {
					int slotIndex = ReadVarint(input, true);
					for (int iii = 0, nnn = ReadVarint(input, true); iii < nnn; iii++) {
						VertexAttachment attachment = (VertexAttachment)skin.GetAttachment(slotIndex, ReadString(input));
						bool weighted = attachment.bones != null;
						float[] vertices = attachment.vertices;
						int deformLength = weighted ? vertices.Length / 3 * 2 : vertices.Length;

						int frameCount = ReadVarint(input, true);
						DeformTimeline timeline = new DeformTimeline(frameCount);
						timeline.slotIndex = slotIndex;
						timeline.attachment = attachment;

						for (int frameIndex = 0; frameIndex < frameCount; frameIndex++) {
							float time = ReadFloat(input);
							float[] deform;
							int end = ReadVarint(input, true);
							if (end == 0)
								deform = weighted ? new float[deformLength] : vertices;
							else {
								deform = new float[deformLength];
								int start = ReadVarint(input, true);
								end += start;
								if (scale == 1) {
									for (int v = start; v < end; v++)
										deform[v] = ReadFloat(input);
								} else {
									for (int v = start; v < end; v++)
										deform[v] = ReadFloat(input) * scale;
								}
								if (!weighted) {
									for (int v = 0, vn = deform.Length; v < vn; v++)
										deform[v] += vertices[v];
								}
							}

							timeline.SetFrame(frameIndex, time, deform);
							if (frameIndex < frameCount - 1) ReadCurve(input, frameIndex, timeline);
						}							
						timelines.Add(timeline);
						duration = Math.Max(duration, timeline.frames[frameCount - 1]);
					}
				}
			}

			// Draw order timeline.
			int drawOrderCount = ReadVarint(input, true);
			if (drawOrderCount > 0) {
				DrawOrderTimeline timeline = new DrawOrderTimeline(drawOrderCount);
				int slotCount = skeletonData.slots.Count;
				for (int i = 0; i < drawOrderCount; i++) {
					float time = ReadFloat(input);
					int offsetCount = ReadVarint(input, true);
					int[] drawOrder = new int[slotCount];
					for (int ii = slotCount - 1; ii >= 0; ii--)
						drawOrder[ii] = -1;
					int[] unchanged = new int[slotCount - offsetCount];
					int originalIndex = 0, unchangedIndex = 0;
					for (int ii = 0; ii < offsetCount; ii++) {
						int slotIndex = ReadVarint(input, true);
						// Collect unchanged items.
						while (originalIndex != slotIndex)
							unchanged[unchangedIndex++] = originalIndex++;
						// Set changed items.
						drawOrder[originalIndex + ReadVarint(input, true)] = originalIndex++;
					}
					// Collect remaining unchanged items.
					while (originalIndex < slotCount)
						unchanged[unchangedIndex++] = originalIndex++;
					// Fill in unchanged items.
					for (int ii = slotCount - 1; ii >= 0; ii--)
						if (drawOrder[ii] == -1) drawOrder[ii] = unchanged[--unchangedIndex];
					timeline.SetFrame(i, time, drawOrder);
				}
				timelines.Add(timeline);
				duration = Math.Max(duration, timeline.frames[drawOrderCount - 1]);
			}

			// Event timeline.
			int eventCount = ReadVarint(input, true);
			if (eventCount > 0) {
				EventTimeline timeline = new EventTimeline(eventCount);
				for (int i = 0; i < eventCount; i++) {
					float time = ReadFloat(input);
					EventData eventData = skeletonData.events.Items[ReadVarint(input, true)];
					Event e = new Event(time, eventData);
					e.Int = ReadVarint(input, false);
					e.Float = ReadFloat(input);
					e.String = ReadBoolean(input) ? ReadString(input) : eventData.String;
					timeline.SetFrame(i, e);
				}
				timelines.Add(timeline);
				duration = Math.Max(duration, timeline.frames[eventCount - 1]);
			}

			timelines.TrimExcess();
			skeletonData.animations.Add(new Animation(name, timelines, duration));
		}
开发者ID:EsotericSoftware,项目名称:spine-runtimes,代码行数:101,代码来源:SkeletonBinary.cs


注:本文中的ExposedList.TrimExcess方法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。