本文整理汇总了C#中IniFile.ReadFloat方法的典型用法代码示例。如果您正苦于以下问题:C# IniFile.ReadFloat方法的具体用法?C# IniFile.ReadFloat怎么用?C# IniFile.ReadFloat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IniFile
的用法示例。
在下文中一共展示了IniFile.ReadFloat方法的2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: LoadRules
public override void LoadRules(IniFile.IniSection rules) {
base.LoadRules(rules);
WeaponType = rules.ReadEnum<WeaponType>("WeaponType", null);
Action = rules.ReadEnum<Action>("Action", Action.MultiMissile);
IsPowered = rules.ReadBool("IsPowered", true);
DisableableFromShell = rules.ReadBool("DisableableFromShell");
SidebarFlashTabFrames = rules.ReadInt("SidebarFlashTabFrames", -1);
AIDefendAgainst = rules.ReadBool("AIDefendAgainst");
PreClick = rules.ReadBool("PreClick");
PostClick = rules.ReadBool("PostClick");
ShowTimer = rules.ReadBool("ShowTimer");
SpecialSound = Get<Sound>(rules.ReadString("SpecialSound"));
StartSound = Get<Sound>(rules.ReadString("StartSound"));
Range = rules.ReadFloat("Range", 0);
LineMultiplier = rules.ReadInt("LineMultiplier", 0);
Type = rules.ReadEnum<AbstractType>("Type", null);
PreDependent = rules.ReadEnum<WeaponType>("PreDependent", null);
AuxBuilding = Get<BuildingType>(rules.ReadString("AuxBuilding"));
UseChargeDrain = rules.ReadBool("UseChargeDrain");
ManualControl = rules.ReadBool("ManualControl");
RechargeTime = rules.ReadFloat("RechargeTime", 5.0f);
SidebarImage = rules.ReadString("SidebarImage", "");
}
示例2: LoadRules
public override void LoadRules(IniFile.IniSection rules) {
base.LoadRules(rules);
Normalized = rules.ReadBool("Normalized");
Translucent = rules.ReadBool("Translucent");
IsTiberium = rules.ReadBool("IsTiberium");
IsMeteor = rules.ReadBool("IsMeteor");
Elasticity = rules.ReadFloat("Elasticity", 0.8f);
MinAngularVelocity = rules.ReadFloat("MinAngularVelocity");
MaxAngularVelocity = rules.ReadFloat("MaxAngularVelocity", 0.174528f);
Duration = rules.ReadInt("Duration", 30);
MinZVel = rules.ReadFloat("MinZVel", 3.5f);
MaxZVel = rules.ReadFloat("MaxZVel", 5f);
MaxXYVel = rules.ReadFloat("MaxXYVel", 15f);
Spawns = Get<VoxelAnimation>(rules.ReadString("Spawns"));
SpawnCount = rules.ReadInt("SpawnCount");
ShareBodyData = rules.ReadBool("ShareBodyData");
ShareTurretData = rules.ReadBool("ShareTurretData");
ShareBarrelData = rules.ReadBool("ShareBarrelData");
VoxelIndex = rules.ReadInt("VoxelIndex");
StartSound = Get<Sound>(rules.ReadString("StartSound"));
StopSound = Get<Sound>(rules.ReadString("StopSound"));
BounceAnim = Get<Animation>(rules.ReadString("BounceAnim"));
ExpireAnim = Get<Animation>(rules.ReadString("ExpireAnim"));
TrailerAnim = Get<Animation>(rules.ReadString("TrailerAnim"));
Damage = rules.ReadInt("Damage");
DamageRadius = rules.ReadInt("DamageRadius");
Warhead = Get<WarheadType>(rules.ReadString("Warhead"));
AttachedSystem = Get<ParticleSystem>(rules.ReadString("AttachedSystem"));
ShareSource = Get<TechnoType>(rules.ReadString("ShareSource"));
}