本文整理汇总了C#中Hashtable.Merge方法的典型用法代码示例。如果您正苦于以下问题:C# Hashtable.Merge方法的具体用法?C# Hashtable.Merge怎么用?C# Hashtable.Merge使用的例子?那么恭喜您, 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类Hashtable
的用法示例。
在下文中一共展示了Hashtable.Merge方法的3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: WriteSerializeData
// calls OnPhotonSerializeView (through ExecuteOnSerialize)
// the content created here is consumed by receivers in: ReadOnSerialize
private Hashtable WriteSerializeData(PhotonView view)
{
//EVDATA:
//0=MessageData is the header
//1=data of observed type (different per
Hashtable evData = new Hashtable();
//0=Header
Hashtable messageData = new Hashtable();
messageData[(byte)0] = (int)view.viewID.ID; // LIMITS NETWORKVIEWS&PLAYERS
if (view.prefix > 0)
{
messageData[(byte)1] = view.prefix;
}
messageData[(byte)2] = this.ServerTimeInMilliSeconds;
evData[(byte)0] = messageData;
//1=Specific data
Type type = view.observed.GetType();
if (typeof(MonoBehaviour).IsInstanceOfType(view.observed))
{
MonoBehaviour monob = (MonoBehaviour)view.observed;
PhotonStream pStream = new PhotonStream(true, null);
PhotonMessageInfo info = new PhotonMessageInfo(this.mLocalActor, this.ServerTimeInMilliSeconds, view);
this.ExecuteOnSerialize(monob, pStream, info);
evData[(byte)1] = pStream.ToArray();
}
else if (type == typeof(Transform))
{
Transform trans = (Transform)view.observed;
List<object> data = new List<object>();
if (view.onSerializeTransformOption == OnSerializeTransform.OnlyPosition
|| view.onSerializeTransformOption == OnSerializeTransform.PositionAndRotation
|| view.onSerializeTransformOption == OnSerializeTransform.All)
data.Add(trans.localPosition);
else
data.Add(null);
if (view.onSerializeTransformOption == OnSerializeTransform.OnlyRotation
|| view.onSerializeTransformOption == OnSerializeTransform.PositionAndRotation
|| view.onSerializeTransformOption == OnSerializeTransform.All)
data.Add(trans.localRotation);
else
data.Add(null);
if (view.onSerializeTransformOption == OnSerializeTransform.OnlyScale
|| view.onSerializeTransformOption == OnSerializeTransform.All)
data.Add( trans.localScale);
evData[(byte)1] = data.ToArray();
}
else if (type == typeof(Rigidbody))
{
Rigidbody rigidB = (Rigidbody)view.observed;
List<object> data = new List<object>();
if (view.onSerializeRigidBodyOption != OnSerializeRigidBody.OnlyAngularVelocity)
data.Add(rigidB.velocity);
else
data.Add(null);
if (view.onSerializeRigidBodyOption != OnSerializeRigidBody.OnlyVelocity)
data.Add( rigidB.angularVelocity);
evData[(byte)1] = data.ToArray();
}
else
{
Debug.LogError("Type of observed is unknown! " + type + " and " + type.BaseType);
}
Hashtable copy = new Hashtable();
copy.Merge(evData);
if (view.synchronization == ViewSynchronization.ReliableDeltaCompressed)
{
DeltaCompressionWrite(view, evData);
}
// Save the full data set
view.lastOnSerializeDataSent = copy;
return evData;
}
示例2: OnSerializeWrite
// calls OnPhotonSerializeView (through ExecuteOnSerialize)
// the content created here is consumed by receivers in: ReadOnSerialize
private Hashtable OnSerializeWrite(PhotonView view)
{
object[] dataArray;
// 1=Specific data
if (view.observed is MonoBehaviour)
{
MonoBehaviour monob = (MonoBehaviour)view.observed;
PhotonStream pStream = new PhotonStream(true, null);
PhotonMessageInfo info = new PhotonMessageInfo(this.mLocalActor, this.ServerTimeInMilliSeconds, view);
this.ExecuteOnSerialize(monob, pStream, info);
if (pStream.Count == 0)
{
// if an observed script didn't write any data, we don't send anything
return null;
}
dataArray = pStream.ToArray();
}
else if (view.observed is Transform)
{
Transform trans = (Transform)view.observed;
List<object> data = new List<object>();
if (view.onSerializeTransformOption == OnSerializeTransform.OnlyPosition
|| view.onSerializeTransformOption == OnSerializeTransform.PositionAndRotation
|| view.onSerializeTransformOption == OnSerializeTransform.All)
data.Add(trans.localPosition);
else
data.Add(null);
if (view.onSerializeTransformOption == OnSerializeTransform.OnlyRotation
|| view.onSerializeTransformOption == OnSerializeTransform.PositionAndRotation
|| view.onSerializeTransformOption == OnSerializeTransform.All)
data.Add(trans.localRotation);
else
data.Add(null);
if (view.onSerializeTransformOption == OnSerializeTransform.OnlyScale
|| view.onSerializeTransformOption == OnSerializeTransform.All)
data.Add(trans.localScale);
dataArray = data.ToArray();
}
else if (view.observed is Rigidbody)
{
Rigidbody rigidB = (Rigidbody)view.observed;
List<object> data = new List<object>();
if (view.onSerializeRigidBodyOption != OnSerializeRigidBody.OnlyAngularVelocity)
data.Add(rigidB.velocity);
else
data.Add(null);
if (view.onSerializeRigidBodyOption != OnSerializeRigidBody.OnlyVelocity)
data.Add( rigidB.angularVelocity);
dataArray = data.ToArray();
}
else
{
Debug.LogError("Observed type is not serializable: " + view.observed.GetType());
return null;
}
// HEADER
// 0=View ID
// 1=View Prefix
// 2=Timestamp of this msg
Hashtable messageData = new Hashtable();
messageData[(byte)0] = (int)view.viewID.ID; // LIMITS NETWORKVIEWS&PLAYERS
if (view.prefix > 0)
{
messageData[(byte)1] = view.prefix;
}
messageData[(byte)2] = this.ServerTimeInMilliSeconds;
// EVDATA:
// 0=MessageData is the header
// 1=data of observed type (different per type of observed object)
Hashtable evData = new Hashtable();
evData[(byte)0] = messageData;
evData[(byte)1] = dataArray; // this is the actual data (script or observed object)
if (view.synchronization == ViewSynchronization.ReliableDeltaCompressed)
{
// copy the full data set
Hashtable copy = new Hashtable();
copy.Merge(evData);
// compress content of data set (by comparing to view.lastOnSerializeDataSent)
this.DeltaCompressionWrite(view, evData);
// buffer the full data set (for next compression)
view.lastOnSerializeDataSent = copy;
}
//.........这里部分代码省略.........
示例3: GetAllGameProperties
/// <summary>
/// Gets all properties of game: Custom AND "well known" ones.
/// </summary>
/// <returns></returns>
internal Hashtable GetAllGameProperties()
{
Hashtable allProps = new Hashtable();
if (this.isOpen)
{
allProps[GameProperties.IsOpen] = this.isOpen;
}
if (this.isVisible)
{
allProps[GameProperties.IsVisible] = this.isVisible;
}
if (this.maxPlayersSetting != 0)
{
allProps[GameProperties.MaxPlayers] = (byte)this.maxPlayersSetting;
}
allProps.Merge(this.properties);
return allProps;
}