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C# IObject类代码示例

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


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

        public bool IsProperty(IObject element)
        {
            var attributeXmi = "{" + Namespaces.Xmi + "}type";

            return element.isSet(attributeXmi) &&
                   element.get(attributeXmi).ToString() == "uml:Property";
        }
开发者ID:mbrenn,项目名称:datenmeister-new,代码行数:7,代码来源:XmiSourceParser.cs

示例2: WalkClass

        protected override void WalkClass(IObject classInstance, CallStack stack)
        {
            var name = GetNameOfElement(classInstance);
            Result.AppendLine($"{stack.Indentation}if(name == \"{name}\") // Looking for class");
            Result.AppendLine($"{stack.Indentation}{{");

            string fullName;
            if (stack.Level == 1)
            {
                // Removes the name of the package of the first hierarchy level
                // since it is already included into the class name
                fullName = $".__{name}";
            }
            else
            {
                fullName = $"{stack.Fullname}.__{name}";
            }

            var ifStack = stack.NextWithoutLevelIncrease;
            var ifForeachStack = ifStack.NextWithoutLevelIncrease;
            Result.AppendLine($"{ifStack.Indentation}tree{fullName} = value;");
            Result.AppendLine($"{ifStack.Indentation}isSet = value.isSet(\"ownedAttribute\");");
            Result.AppendLine(
                $"{ifStack.Indentation}collection = isSet ? (value.get(\"ownedAttribute\") as IEnumerable<object>) : EmptyList;");
            Result.AppendLine($"{ifStack.Indentation}foreach (var item{ifStack.Level} in collection)");
            Result.AppendLine($"{ifStack.Indentation}{{");
            Result.AppendLine($"{ifForeachStack.Indentation}value = item{ifStack.Level} as IElement;");
            Result.AppendLine($"{ifForeachStack.Indentation}name = GetNameOfElement(value);");

            base.WalkClass(classInstance, ifStack);

            Result.AppendLine($"{ifStack.Indentation}}}");
            Result.AppendLine($"{stack.Indentation}}}");
        }
开发者ID:mbrenn,项目名称:datenmeister-new,代码行数:34,代码来源:FillClassTreeByExtentCreator.cs

示例3: LoadContent

        protected override void LoadContent(GraphicInfo GraphicInfo, GraphicFactory factory ,IContentManager contentManager)
        {
            ///cast to out world instance
            PhysxPhysicWorld PhysxPhysicWorld = World.PhysicWorld as PhysxPhysicWorld;

            base.LoadContent(GraphicInfo, factory, contentManager);
            {
                SimpleModel simpleModel = new SimpleModel(factory, "Model//cenario");

                ///Physic Triangle mesh (same as bepu)
                PhysxTriangleMesh tmesh = new PhysxTriangleMesh(PhysxPhysicWorld,simpleModel, 
                    Matrix.Identity, Vector3.One);

                ForwardXNABasicShader shader = new ForwardXNABasicShader(ForwardXNABasicShaderDescription.Default());
                ForwardMaterial fmaterial = new ForwardMaterial(shader);
                IObject obj = new IObject(fmaterial, simpleModel, tmesh);
                this.World.AddObject(obj);                               

            }

            ///Ball Throw !!!
            BallThrowPhysx28 BallThrowBullet = new BallThrowPhysx28(this.World, GraphicFactory);
            this.AttachCleanUpAble(BallThrowBullet);

            this.World.CameraManager.AddCamera(new CameraFirstPerson(GraphicInfo));
        }
开发者ID:brunoduartec,项目名称:port-ploobsengine,代码行数:26,代码来源:Physx28Screen.cs

示例4: onSaveGameLoaded

		private void onSaveGameLoaded()
		{
			_panel = _game.Find<IPanel>(_panel.ID);
			_inventoryItemIcon = _game.Find<IObject>(_inventoryItemIcon.ID);
			_player = _game.State.Player;
			_lastInventoryItem = null;
		}
开发者ID:tzachshabtay,项目名称:MonoAGS,代码行数:7,代码来源:TopBar.cs

示例5: LoadContent

        /// <summary>
        /// Load content for the screen.
        /// </summary>
        /// <param name="GraphicInfo"></param>
        /// <param name="factory"></param>
        /// <param name="contentManager"></param>
        protected override void LoadContent(GraphicInfo GraphicInfo, GraphicFactory factory, IContentManager contentManager)
        {
            base.LoadContent(GraphicInfo, factory, contentManager);

            {
                for (int i = 0; i < 10; i++)
                {
                    for (int j = 0; j < 10; j++)
                    {
                        float x, y;
                        x = -i * 100;
                        y = -j * 100;

                        TreeModel tm = new TreeModel(factory, "Trees\\Pine", null, null);
                        ForwardTreeShader ts = new ForwardTreeShader();
                        TreeMaterial tmat = new TreeMaterial(ts, new WindStrengthSin());
                        GhostObject go = new GhostObject(new Vector3(x, 0, y), Matrix.Identity, new Vector3(0.05f));
                        IObject ox = new IObject(tmat, tm, go);
                        this.World.AddObject(ox);
                    }
                }
            }


            ///add a camera
            this.World.CameraManager.AddCamera(new CameraFirstPerson(GraphicInfo.Viewport));
        }
开发者ID:brunoduartec,项目名称:port-ploobsengine,代码行数:33,代码来源:TemplateForwardScreen.cs

示例6: IsSuperClass

   /// <summary>
   /// Tests if an object is a plugin with the supplied SuperClass.
   /// </summary>
   public static bool IsSuperClass(IObject objectRef, SClass_ID scid)
   {
      if (objectRef == null)
         return false;

      return objectRef.SuperClassID == scid;
   }
开发者ID:Sugz,项目名称:Outliner-3.0,代码行数:10,代码来源:ClassIDs.cs

示例7: LoadContent

        protected override void LoadContent(GraphicInfo GraphicInfo, GraphicFactory factory ,IContentManager contentManager)
        {
            base.LoadContent(GraphicInfo, factory, contentManager);

            {
                SimpleModel simpleModel = new SimpleModel(factory, "Model//cenario");
                TriangleMeshObject tmesh = new TriangleMeshObject(simpleModel, Vector3.Zero, Matrix.Identity, Vector3.One, MaterialDescription.DefaultBepuMaterial());
                ForwardXNABasicShader shader = new ForwardXNABasicShader(ForwardXNABasicShaderDescription.Default());
                ForwardMaterial fmaterial = new ForwardMaterial(shader);
                IObject obj = new IObject(fmaterial, simpleModel, tmesh);
                this.World.AddObject(obj);
            }

            var newCameraFirstPerson = new CameraStatic(new Vector3(100,100,100), - new Vector3(100,100,100) );
            this.World.CameraManager.AddCamera(newCameraFirstPerson);

            SimpleConcreteGestureInputPlayable SimpleConcreteGestureInputPlayable = new SimpleConcreteGestureInputPlayable(Microsoft.Xna.Framework.Input.Touch.GestureType.DoubleTap, (sample) => doubleTapCount++);
            this.BindInput(SimpleConcreteGestureInputPlayable);

            this.BindInput(new SimpleConcreteGestureInputPlayable(Microsoft.Xna.Framework.Input.Touch.GestureType.Hold, 
                (sample) => 
                    {
                        this.RemoveInputBinding(SimpleConcreteGestureInputPlayable);
                        doubleTapDisabled = true;
                    }
            ));
        }
开发者ID:brunoduartec,项目名称:port-ploobsengine,代码行数:27,代码来源:InputGestureScreen.cs

示例8: Billboard3D

 public Billboard3D(Texture2D tex,IObject obj, Vector3 displacement, Vector2 scale)
 {
     this.Texture = tex;
     this.Position = displacement;
     this.obj = obj;
     this.Scale = scale;
 }
开发者ID:brunoduartec,项目名称:port-ploobsengine,代码行数:7,代码来源:Bilboard3D.cs

示例9: AssociationEquals

 internal AssociationEquals(ExtentFiltered extent, IAssociationType association, IObject allorsObject)
 {
     extent.CheckAssociation(association);
     PredicateAssertions.AssertAssociationEquals(association, allorsObject);
     this.association = association;
     this.allorsObject = allorsObject;
 }
开发者ID:whesius,项目名称:allors,代码行数:7,代码来源:AssociationEquals.cs

示例10: SpawnPrimitive

        /// <summary>
        /// Create a simple Sphere object
        /// </summary>
        /// <param name="pos"></param>
        /// <param name="ori"></param>
        /// <returns></returns>
        private IObject SpawnPrimitive(Vector3 pos, Matrix ori)
        {
            ///Load a Model with a custom texture
            sm2 = new SimpleModel(factory,"Model\\ball");
            sm2.SetTexture(factory.CreateTexture2DColor(1,1,Color.White,false), TextureType.DIFFUSE);
            IMaterial m;
            if (forward)
            {
                ForwardXNABasicShader nd = new ForwardXNABasicShader();
                m = new ForwardMaterial(nd);
            }
            else
            {
                DeferredNormalShader nd = new DeferredNormalShader();
                m = new DeferredMaterial(nd);
            }

            PhysxPhysicWorld PhysxPhysicWorld = _mundo.PhysicWorld as PhysxPhysicWorld;

            SphereShapeDescription SphereGeometry = new SphereShapeDescription(5f);
            PhysxPhysicObject PhysxPhysicObject = new PhysxPhysicObject(SphereGeometry,
                0.5f, Matrix.CreateTranslation(pos), Vector3.One * 5f);
            
            IObject o = new IObject(m, sm2, PhysxPhysicObject);
            return o;
        }
开发者ID:brunoduartec,项目名称:port-ploobsengine,代码行数:32,代码来源:BallThrowPhysx28.cs

示例11: RoleContains

 internal RoleContains(ExtentFiltered extent, IRoleType role, IObject allorsObject)
 {
     extent.CheckRole(role);
     PredicateAssertions.ValidateRoleContains(role, allorsObject);
     this.role = role;
     this.allorsObject = allorsObject;
 }
开发者ID:whesius,项目名称:allors,代码行数:7,代码来源:RoleContains.cs

示例12: GetName

        public string GetName(IObject element)
        {
            // Returns the name by the uml logic.
            var dataLayer = _dataLayerLogic?.GetDataLayerOfObject(element);
            var metaLayer = _dataLayerLogic?.GetMetaLayerFor(dataLayer);
            var uml = _dataLayerLogic?.Get<_UML>(metaLayer);
            if (uml != null && element.isSet(_UML._CommonStructure._NamedElement.name))
            {
                var result = element.get(_UML._CommonStructure._NamedElement.name);
                if (result != null)
                {
                    return result.ToString();
                }
            }

            // If the element is not uml induced or the property is empty, check by
            // the default "name" property
            if (element.isSet("name"))
            {
                return element.get("name").ToString();
            }

            // Ok, finally, we don't know what to do, so request retrieve the name just via ToString
            return element.ToString();
        }
开发者ID:mbrenn,项目名称:datenmeister-new,代码行数:25,代码来源:UmlNameResolution.cs

示例13: MakeActive

    public void MakeActive(IObject Object)
    {
        activeObject = Object;

        if(! (activeObject is ControlPoint)) {
            if(activeObject != null)
                application.EditProperties(activeObject, activeObject.GetType().Name);
            controlPoints.Clear();
        }

        if(activeObject != null && activeObject.Resizable) {
            controlPoints.Add(new ControlPoint(activeObject,
                                               ControlPoint.AttachPoint.TOP | ControlPoint.AttachPoint.LEFT));
            controlPoints.Add(new ControlPoint(activeObject,
                                               ControlPoint.AttachPoint.TOP));
            controlPoints.Add(new ControlPoint(activeObject,
                                               ControlPoint.AttachPoint.TOP | ControlPoint.AttachPoint.RIGHT));
            controlPoints.Add(new ControlPoint(activeObject,
                                               ControlPoint.AttachPoint.LEFT));
            controlPoints.Add(new ControlPoint(activeObject,
                                               ControlPoint.AttachPoint.RIGHT));
            controlPoints.Add(new ControlPoint(activeObject,
                                               ControlPoint.AttachPoint.BOTTOM | ControlPoint.AttachPoint.LEFT));
            controlPoints.Add(new ControlPoint(activeObject,
                                               ControlPoint.AttachPoint.BOTTOM));
            controlPoints.Add(new ControlPoint(activeObject,
                                               ControlPoint.AttachPoint.BOTTOM | ControlPoint.AttachPoint.RIGHT));
        }
        application.PrintStatus( "ObjectsEditor:MakeActive(" + activeObject + ")" );
    }
开发者ID:BackupTheBerlios,项目名称:supertux-svn,代码行数:30,代码来源:ObjectsEditor.cs

示例14: AGSInteractions

        public AGSInteractions (IInteractions defaultInteractions, IObject obj, IGameState state)
		{
            _events = new ConcurrentDictionary<string, IEvent<ObjectEventArgs>>();
            _inventoryEvents = new ConcurrentDictionary<string, IEvent<InventoryInteractEventArgs>>();
            var defaultInteractionEvent = new AGSInteractionEvent<ObjectEventArgs>(
                new List<IEvent<ObjectEventArgs>>(), DEFAULT, obj, state);
            var defaultInventoryEvent = new AGSInteractionEvent<InventoryInteractEventArgs>(
                new List<IEvent<InventoryInteractEventArgs>>(), DEFAULT, obj, state);
            _events.TryAdd(DEFAULT, defaultInteractionEvent);
            _inventoryEvents.TryAdd(DEFAULT, defaultInventoryEvent);

            _factory = verb =>
            {
                List<IEvent<ObjectEventArgs>> interactions = new List<IEvent<ObjectEventArgs>> { defaultInteractionEvent };
                if (defaultInteractions != null)
                {
                    interactions.Add(defaultInteractions.OnInteract(verb));
                    if (verb != DEFAULT) interactions.Add(defaultInteractions.OnInteract(DEFAULT));
                }
                return new AGSInteractionEvent<ObjectEventArgs>(interactions, verb, obj, state);
            };
            _inventoryFactory = verb =>
            {
                List<IEvent<InventoryInteractEventArgs>> interactions = new List<IEvent<InventoryInteractEventArgs>> { defaultInventoryEvent };
                if (defaultInteractions != null)
                {
                    interactions.Add(defaultInteractions.OnInventoryInteract(verb));
                    if (verb != DEFAULT) interactions.Add(defaultInteractions.OnInventoryInteract(DEFAULT));
                }
                return new AGSInteractionEvent<InventoryInteractEventArgs>(interactions, verb, obj, state);
            };
		}
开发者ID:tzachshabtay,项目名称:MonoAGS,代码行数:32,代码来源:AGSInteractions.cs

示例15: Draw

        protected override void Draw(GameTime gt, IObject obj, RenderHelper render, ICamera cam, IList<ILight> lights)
        {
            Vector3 dir = cam.Target - cam.Position;
            dir.Normalize();
            _shader.Parameters["forward"].SetValue(dir);
            _shader.Parameters["camUp"].SetValue(cam.Up);
            _shader.Parameters["scaleX"].SetValue(scale.X);
            _shader.Parameters["scaleY"].SetValue(scale.Y);
            _shader.Parameters["xWorld"].SetValue(obj.PhysicObject.WorldMatrix);
            _shader.Parameters["xView"].SetValue(cam.View);
            _shader.Parameters["xProjection"].SetValue(cam.Projection);                        
            //_shader.Parameters["xBillboardTexture"].SetValue(obj.Modelo.getTexture(TextureType.DIFFUSE,0,0));
            render.Textures[0] = obj.Modelo.getTexture(TextureType.DIFFUSE, 0, 0);
            _shader.Parameters["atenuation"].SetValue(atenuation);

            render.PushRasterizerState(RasterizerState.CullNone);

            BatchInformation batchInfo = obj.Modelo.GetBatchInformation(0)[0];            
            {
                _shader.Parameters["alphaTest"].SetValue(alphaTestLimit);
                render.RenderBatch(batchInfo, _shader);
            }

            render.PopRasterizerState();
        }
开发者ID:brunoduartec,项目名称:port-ploobsengine,代码行数:25,代码来源:DeferredSphericalBilboardShader.cs


注:本文中的IObject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。