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C# Layer类代码示例

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


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

        void CompositionTarget_Rendering(object sender, EventArgs e)
        {
            // Change the opacity of the fromLayer and toLayer
            double opacity = -1;
            if (animatingLayer == fromLayer)
            {
                opacity = Math.Max(0, fromLayer.Opacity - .05);
                fromLayer.Opacity = opacity;
            }
            else
            {
                opacity = Math.Min(1, toLayer.Opacity + .05);
                toLayer.Opacity = opacity;
            }

            // When transition complete, set reset properties and unhook handler
            if (opacity == 1 || opacity == 0)
            {
                fromLayer.Opacity = 0;
                fromLayer.Visible = false;
                animatingLayer = null;
                CompositionTarget.Rendering -= CompositionTarget_Rendering;
                // If layer pending animation, start fading
                if (pendingLayer != null)
                    Fade(toLayer, pendingLayer);
                pendingLayer = null;
            }
        }
开发者ID:konglingjie,项目名称:arcgis-samples-silverlight,代码行数:28,代码来源:LayerTransitions.xaml.cs

示例2: Draw

        public void Draw(Layer layer)
        {
            if (activeItem != null)
            {
                switch (activeItem.NextItem)
                {
                    case TriggerType.MessageClose :
                        break;

                    default :
                        SpriteBatch spriteBatch = GameState.spriteBatch;
                        spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.AlphaBlend, null, null, null, null, Settings.spriteScale);
                        foreach (TutorialPair pair in activeItem.PairList)
                        {
                            if (pair.Kind == PositionKind.POS_2D && layer == Layer.Layer3)
                            {
                                TextWrapping.DrawStringOnScreen(pair.Text, font, Settings.colorMainText, pair.Position.X, pair.Position.Y, spriteBatch, 50f);
                            }
                            else if (pair.Kind == PositionKind.POS_3D && layer == Layer.Layer1)
                            {
                                BoundingFrustum frustum = new BoundingFrustum(GameState.view * GameState.projection);
                                ContainmentType containmentType = frustum.Contains(Vector3.Transform(new Vector3(0.0f, 0.0f, 0.0f), pair.World));
                                if (containmentType != ContainmentType.Disjoint)
                                {
                                    Vector3 point3D = GameState.game.GraphicsDevice.Viewport.Project(new Vector3(0.0f, 0.0f, 0.0f), GameState.projection, GameState.view, pair.World);
                                    TextWrapping.DrawStringOnScreen(pair.Text, font, Settings.colorMainText, Settings.UnScaleW(point3D.X) + pair.Position.X, Settings.UnScaleH(point3D.Y) + pair.Position.Y, spriteBatch, 50f);
                                }
                            }
                        }
                        spriteBatch.End();
                        break;
                }
            }
        }
开发者ID:alenkacz,项目名称:Expanze,代码行数:34,代码来源:Tutorial.cs

示例3: NumberOfNeuronsChanged

        void NumberOfNeuronsChanged(Layer layer)
        {
            dgvTrainingSets.Rows.Clear();
            dgvTrainingSets.Columns.Clear();
            dgvValidationSets.Rows.Clear();
            dgvValidationSets.Columns.Clear();

            int c = 0;
            for (int i = 1; i <= NN.InputLayer.NumberOfNeurons; i++)
            {
                dgvTrainingSets.Columns.Add("col" + c++, "Input " + i);
            }
            for (int i = 1; i <= NN.OutputLayer.NumberOfNeurons; i++)
            {
                dgvTrainingSets.Columns.Add("col" + c++, "Output " + i);
            }
            c = 0;
            for (int i = 1; i <= NN.InputLayer.NumberOfNeurons; i++)
            {
                dgvValidationSets.Columns.Add("col" + c++, "Input " + i);
            }
            for (int i = 1; i <= NN.OutputLayer.NumberOfNeurons; i++)
            {
                dgvValidationSets.Columns.Add("col" + c++, "Output " + i);
            }
        }
开发者ID:tlabsim,项目名称:TLABS.ANN,代码行数:26,代码来源:Form1.cs

示例4: Draw

        public void Draw( Layer layer, Texture2D atlas, Rectangle offset, Vector2 position )
        {
            Debug.Assert( atlas != null, "Texture must be valid" );
            Debug.Assert( mSpritesToDraw.Count > (int) layer, "There is so such layer" );

            mSpritesToDraw[(int)layer].Add( new SpriteRenderInfo( atlas, offset, position ) );
        }
开发者ID:smacdo,项目名称:Dungeon-Crawler,代码行数:7,代码来源:Renderer.cs

示例5: LayerTest

        public void LayerTest()
        {
            TestManager.Helpers.CreateTestScene("LayerTest.scene");
              IScene scene = EditorManager.Scene;

              Assert.IsTrue(scene.Save());
              Assert.AreEqual(1,scene.Layers.Count);

              // default layer should be active
              Assert.IsNotNull(scene.ActiveLayer);
              Assert.AreEqual(1,scene.Layers.Count);

              Layer layer1 = new Layer("added1");
              scene.AddLayer(layer1,false);
              Assert.AreEqual(2,scene.Layers.Count);

              Layer layer2 = new Layer("added2");
              scene.AddLayer(layer2,true);
              Assert.AreEqual(3,scene.Layers.Count);
              Assert.AreEqual(layer2,scene.ActiveLayer);

              Assert.IsTrue(scene.RemoveLayer(layer2));
              Assert.IsNotNull(scene.ActiveLayer);
              Assert.IsFalse(layer2==scene.ActiveLayer);

              TestManager.Helpers.CloseTestProject();
        }
开发者ID:shuaiharry,项目名称:projectanarchy,代码行数:27,代码来源:EditorSceneTest.cs

示例6: MoveCaravan

    private void MoveCaravan(Layer layer, Caravan caravan)
    {
        var d = layer.Sections[1].gameObject.transform.position.x * -1;
        Vector3 normal;
        float y;
        layer.Sections[1].GetAt(d, out normal, out y);
        caravan.Followers[0].SetPosition(new Vector3(0, layer.Sections[1].gameObject.transform.position.y + y, 0));
        caravan.Followers[0].SetRotation(new Vector3(0, 0, (float)(Mathf.Rad2Deg * Math.Atan2(normal.y, normal.x)) - 90));

        for (int i = 1; i < caravan.Followers.Count; i++)
        {
            var del = (layer.Sections[1].gameObject.transform.position.x * -1) - i * 1.5f;
            if (del >= 0)
            {
                d = del;
                layer.Sections[1].GetAt(d, out normal, out y);
                caravan.Followers[i].SetPosition(new Vector3(0 - i * 1.5f, layer.Sections[1].gameObject.transform.position.y + y, 0));
                caravan.Followers[i].SetRotation(new Vector3(0, 0,
                    (float) (Mathf.Rad2Deg*Math.Atan2(normal.y, normal.x)) - 90));
            }
            else
            {
                d = layer.SectionLength + del;
                layer.Sections[0].GetAt(d, out normal, out y);
                caravan.Followers[i].SetPosition(new Vector3(0 - i * 1.5f, layer.Sections[0].gameObject.transform.position.y + y, 0));
                caravan.Followers[i].SetRotation(new Vector3(0, 0,
                    (float) (Mathf.Rad2Deg*Math.Atan2(normal.y, normal.x)) - 90));
            }
        }
    }
开发者ID:linbozhang,项目名称:bannerSaga,代码行数:30,代码来源:World.cs

示例7: OnLayerChanged

 public virtual void OnLayerChanged(Layer newLayer, Layer oldLayer)
 {
     if (LayerChangedEventHandler != null)
     {
         LayerChangedEventHandler(this, new LayerChangedEventArgs { NewLayer = newLayer, OldLayer = oldLayer });
     }
 }
开发者ID:LayeredPlatformer,项目名称:LayeredPlatformerUnity,代码行数:7,代码来源:LayeredController.cs

示例8: Think_CausesEachNeuronInLayerToThink

        public void Think_CausesEachNeuronInLayerToThink()
        {
            Layer layer = new Layer(numberOfNeurons: 2);

            // Give each neuron one input and one output.
            layer.Neurons[0].Inputs.Add(new Synapse { Weight = 1, Value = 4 });
            layer.Neurons[1].Inputs.Add(new Synapse { Weight = 2, Value = 3 });
            layer.Neurons[0].Outputs.Add(new Synapse());
            layer.Neurons[1].Outputs.Add(new Synapse());

            // Reset the biases since we know they are randomized, and we want to disregard them.
            layer.Neurons[0].Bias = layer.Neurons[1].Bias = 0;

            // Execute the code to test.
            layer.Think();

            // Validate that each neuron sets the value for its output.
            // -4 is the sum of the neurons bias and all its inputs weights times their value.
            Assert.AreEqual(
                1 / (1 + Math.Pow(Math.E, -4)),
                layer.Neurons[0].Outputs[0].Value,
                "First neuron output");

            // -6 is the sum of the neurons bias and all its inputs weights times their value.
            Assert.AreEqual(
                1 / (1 + Math.Pow(Math.E, -6)),
                layer.Neurons[1].Outputs[0].Value,
                "Second neuron output");
        }
开发者ID:reneincer,项目名称:ArtificialNeuralNet,代码行数:29,代码来源:LayerTests.cs

示例9: DeleteLayerHistoryMemento

 public DeleteLayerHistoryMemento(string name, ImageResource image, IHistoryWorkspace historyWorkspace, Layer deleteMe)
     : base(name, image)
 {
     this.historyWorkspace = historyWorkspace;
     this.index = historyWorkspace.Document.Layers.IndexOf(deleteMe);
     this.Data = new DeleteLayerHistoryMementoData(deleteMe);
 }
开发者ID:leejungho2,项目名称:xynotecgui,代码行数:7,代码来源:DeleteLayerHistoryMemento.cs

示例10: Highlight

 public Highlight()
 {
     Color = Color.White;
     Layer = SpriteManager.AddLayer();
     Layer.Name = "GlueView Highlight shapes layer";
     mHighlightShapes = new List<Polygon>();
 }
开发者ID:vchelaru,项目名称:FlatRedBall,代码行数:7,代码来源:Highlight.cs

示例11: Constructor_CreatesCorrectNumberOfNeurons

        public void Constructor_CreatesCorrectNumberOfNeurons()
        {
            Layer layer = new Layer(numberOfNeurons: 5);

            Assert.AreEqual(5, layer.Neurons.Count);
            Assert.IsTrue(layer.Neurons.All(n => n != null));
        }
开发者ID:reneincer,项目名称:ArtificialNeuralNet,代码行数:7,代码来源:LayerTests.cs

示例12: AddBrick

 public AddBrick(LayerBrick layer, Layer.LayerItem brickOrGroup)
 {
     mBrickLayer = layer;
     mBrickOrGroup = brickOrGroup;
     // after setting the brick or group, call the init brick list function
     initBrickList();
 }
开发者ID:henrihs,项目名称:bluebrick-id-fork,代码行数:7,代码来源:AddBrick.cs

示例13: StateEditor

        public StateEditor(int Row, int Column)
            : base(StateID.Editor)
        {
            //Draw Cursor
            m_VisibleCursor = true;

            //Set Values
            BoardRow        = Row;
            BoardColumn     = Column;
            SelectedHeight  = 1;
            SelectedWidth   = 1;

            //Nulling Stuffs
            m_Data          = null;
            m_Buttons       = null;
            m_MenuButtons   = null;
            m_Sky           = null;
            m_SkyLayer      = null;
            m_Arrow         = null;
            m_Ships         = null;
            m_Board         = null;
            m_SideBar       = null;
            m_SideBarPanel  = null;
            m_Window        = null;
            m_Help          = null;
        }
开发者ID:yggy123,项目名称:closed-sky,代码行数:26,代码来源:StateEditor.cs

示例14: Fade

        private void Fade(Layer from, Layer to)
        {
            // If in process of animating
            if (animatingLayer != null)
            {
                pendingLayer = to;
                return;
            }
            pendingLayer = null;

            to.Opacity = 0;
            to.Visible = true;
            Dispatcher.BeginInvoke(() =>
            {
                if (progress >= 97)
                    StartFade(from, to);
                else // Wait for layer to load before fading to it
                {
                    EventHandler<ProgressEventArgs> handler = null;
                    handler = (s, e) =>
                    {
                        if (e.Progress >= 97)
                        {
                            MyMap.Progress -= handler;
                            StartFade(from, to);
                        }
                    };
                    MyMap.Progress += handler;
                }
            });
        }
开发者ID:konglingjie,项目名称:arcgis-samples-silverlight,代码行数:31,代码来源:LayerTransitions.xaml.cs

示例15: ScalableElementRuntime

        public ScalableElementRuntime(IElement elementSave, Layer layerProvidedByContainer,
            NamedObjectSave namedObjectSave, EventHandler<VariableSetArgs> onBeforeVariableSet,
            EventHandler<VariableSetArgs> onAfterVariableSet)
            : base(elementSave, layerProvidedByContainer, namedObjectSave, onBeforeVariableSet, onAfterVariableSet)
        {

        }
开发者ID:vchelaru,项目名称:FlatRedBall,代码行数:7,代码来源:ScalableElementRuntime.cs


注:本文中的Layer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。