当前位置: 首页>>代码示例>>C#>>正文


C# STEP类代码示例

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


STEP类属于命名空间,在下文中一共展示了STEP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: Start

	// ================================================================ //
	// MonoBehaviour에서 상속.

	void	Start()
	{
		this.step      = STEP.NONE;
		this.next_step = STEP.WAIT;

		GlobalParam.getInstance().fadein_start = true;

		if(!TitleControl.is_single) {

	#if true
			this.m_serverAddress = "";
	
			// 호스트 이름을 얻는다.
			string hostname = Dns.GetHostName();
	
			// 호스트 이름에서 IP주소를 얻는다.
			IPAddress[]	adrList = Dns.GetHostAddresses(hostname);
			m_serverAddress = adrList[0].ToString();
	#endif	
			GameObject obj = GameObject.Find("Network");
			if (obj == null) {
				obj = new GameObject ("Network");
			}
	
			if (m_network == null) {
				m_network = obj.AddComponent<Network>();
				if (m_network != null) {
					DontDestroyOnLoad(m_network);
				}
			}
		}
	}
开发者ID:fotoco,项目名称:006772,代码行数:35,代码来源:TitleControl.cs

示例2: btnCheckBef_Click

        private void btnCheckBef_Click(object sender, EventArgs e)
        {
            preStep = STEP.OPENLINK;
            string html = wbAddmefast.DocumentText;
            Match match = Regex.Match(html, @"confirmSingleFB\((.*?)\);", RegexOptions.IgnoreCase);
            if (match.Success)
            {
                string parms = match.Groups[1].Value;
                string[] parmArr = parms.Split(',');
                _Id = parmArr[0];
                _url = Uri.EscapeUriString(parmArr[1].Split('"')[1]);
                _linkID = parmArr[2].Split('"')[1];
                _network = parmArr[3].Split('"')[1];
                _code = Uri.UnescapeDataString(parmArr[5].Split('"')[1]);
                _Cpc = parmArr[6].Split('"')[1];
                _Title = parmArr[7].Split('"')[1];
                getFBLikesBef(_Id, _url, _network);
            }
            else
            {
                MessageBox.Show("Not match getFBLikesBef");
            }

            match = Regex.Match(html, @"open\('(.*?)'\);", RegexOptions.IgnoreCase);
            if (match.Success)
            {
                string[] parmArr = match.Groups[1].Value.Split(',');
                _openLinkUrl = parmArr[0].Substring(0, parmArr[0].Length - 1);
            }
            else
            {
                MessageBox.Show("Not match Open popup");
            }
        }
开发者ID:nguyenvanduocit,项目名称:AutoAddmefast,代码行数:34,代码来源:frmMain.cs

示例3: Update

 void Update()
 {
     this.step_timer += Time.deltaTime;
     // 상태 변화 대기 -----.
     if(this.next_step == STEP.NONE) {
         switch(this.step) {
         case STEP.PLAY:
             // 클리어 조건을 만족하면.
             if(this.score_counter.isGameClear()) {
                 this.next_step = STEP.CLEAR; // 클리어 상태로 이행.
             }
             break;
         }
     }
     // 상태가 변화했다면 ------.
     while(this.next_step != STEP.NONE) {
         this.step = this.next_step;
         this.next_step = STEP.NONE;
         switch(this.step) {
         case STEP.CLEAR:
             // block_root를 정지.
             this.block_root.enabled = false;
             // 경과 시간을 클리어 시간으로 설정.
             this.clear_time = this.step_timer;
             break;
         }
         this.step_timer = 0.0f;
     }
 }
开发者ID:kjhsch0326,项目名称:006757,代码行数:29,代码来源:SceneControl.cs

示例4: Start

    void Start()
    {
        this.unito_motion = this.transform.GetComponentInChildren<Animation>();		//motion.
        this.sound_control = GameObject.Find("SoundRoot").GetComponent<SoundControl>();

        this.effect_control = GameObject.Find("GameRoot").gameObject.GetComponent<VanishEffectControl>();
        this.count_repair_eff = REPAIR_EFF_TIMING;
        this.count_repair_se = REPAIR_SE_TIMING;
        next_step = STEP.IDLE;

        // --------------------------------------------.
        // たまーに頭の上に花が咲く!.
        int rnd = Random.Range(0, 9);
        if(rnd > 5){
            GameObject go = GameObject.Instantiate(this.hana_prefab) as GameObject;
            go.transform.parent = unitoAtama;
            go.transform.position = unitoAtama.position;
            go.transform.localScale = Vector3.one;
        }

        // --------------------------------------------.
        // 2014.06.16.
        // そろそろ完成版の実装も終わりに近づいてきた.
        // 原稿の修正も終わり,カバーも決まり.
        // 発売日が近づいてくる中,ちょっとどきどきしながら時を過ごしています.
        // この本を買ってもらえた事は本当に嬉しく,何か1つでも得るものがあると幸いです.
        // --------------------------------------------.
    }
开发者ID:smalab,项目名称:JumpGame,代码行数:28,代码来源:unitoControl.cs

示例5: Update

 void Update()
 {
     this.step_timer += Time.deltaTime;
     // 状態変化待ち-----.
     if(this.next_step == STEP.NONE) {
         switch(this.step) {
         case STEP.PLAY:
             // クリア条件を満たしていたら.
             if(this.score_counter.isGameClear()) {
                 this.next_step = STEP.CLEAR; // クリア状態に移行.
             }
             break;
         }
     }
     // 状態が変化したら------.
     while(this.next_step != STEP.NONE) {
         this.step = this.next_step;
         this.next_step = STEP.NONE;
         switch(this.step) {
         case STEP.CLEAR:
             // block_rootを停止.
             this.block_root.enabled = false;
             // 経過時間をクリア時間として設定.
             this.clear_time = this.step_timer;
             break;
         }
         this.step_timer = 0.0f;
     }
 }
开发者ID:smalab,项目名称:JumpGame,代码行数:29,代码来源:SceneControl.cs

示例6: start

	public override void	start()
	{
		this.next_step = STEP.MOVE;

		// この敵が狙うプレイヤーを決定する
		// ひとまず一番最初に決まったプレイヤーにする
		focus = GameObject.FindGameObjectWithTag ("Player");
	}
开发者ID:fotoco,项目名称:006772,代码行数:8,代码来源:chrBehaviorEnemyMinato.cs

示例7: Start

    // ================================================================ //
    // MonoBehaviour에서 상속.
    void Start()
    {
        this.player = GameObject.FindGameObjectWithTag("Player").GetComponent<PlayerControl>();

        this.score_control = this.gameObject.GetComponent<ScoreControl>();
        this.sound_control = GameObject.Find("SoundRoot").GetComponent<SoundControl>();

        this.next_step = STEP.PLAY;
    }
开发者ID:kjhsch0326,项目名称:006757,代码行数:11,代码来源:GameRoot.cs

示例8: Start

    void Start()
    {
        curr_step = STEP.PLAY; // ���¸� ����������

        initializeScore();

        _scoreText = GetComponentInChildren<Text>();

        _scoreText.fontSize = (int)(_scoreText.fontSize * ((Screen.width) / 1236f));
    }
开发者ID:ShinWonYoung,项目名称:HGU-SE-15,代码行数:10,代码来源:Score.cs

示例9: AttackedFromPlayer

    // 攻撃を受けたときの処理を開始する.
    public void AttackedFromPlayer(Vector3 blowout, Vector3	angular_velocity)
    {
        this.blowout_vector           = blowout;
        this.blowout_angular_velocity = angular_velocity;

        // 親子関係を外しておく.
        // 親(OniGroup)が削除されるといっしょに削除されてしまうので.
        this.transform.parent = null;

        this.next_step = STEP.DEFEATED;
    }
开发者ID:DmaInNewZealand,项目名称:DoubleColorBall,代码行数:12,代码来源:OniControl.cs

示例10: Start

    void Start()
    {
        // BlockRoot스크립트 가져오기.
        this.block_root = this.gameObject.GetComponent<BlockRoot>();
        // BlockRoot스크립트의 initialSetUp()을 호출한다.
        this.block_root.initialSetUp();

        // ScoreCounter 가져오기
        this.score_counter = this.gameObject.GetComponent<ScoreCounter>();
        this.next_step = STEP.PLAY; // 다음 상태를 '플레이 중'으로.
        this.guistyle.fontSize = 24; // 폰트  크기를 24로.
    }
开发者ID:kjhsch0326,项目名称:006757,代码行数:12,代码来源:SceneControl.cs

示例11: Start

    void Start()
    {
        // BlockRootスクリプトを取得.
        this.block_root = this.gameObject.GetComponent<BlockRoot>();
        // BlockRootスクリプトのinitialSetUp()を呼び出す.
        this.block_root.initialSetUp();

        // ScoreCounterを取得.
        this.score_counter = this.gameObject.GetComponent<ScoreCounter>();
        this.next_step = STEP.PLAY; // 次の状態を「プレイ中」に.
        this.guistyle.fontSize = 24; // フォントのサイズを24に.
    }
开发者ID:smalab,项目名称:JumpGame,代码行数:12,代码来源:SceneControl.cs

示例12: Update

    // Update is called once per frame
    void Update()
    {
        // state change

        switch (step)
        {
            case STEP.IDLE:
                if (this.isDrag)
                {
                    this.stepNext = STEP.DRAGGING;
                }
                break;

            case STEP.DRAGGING:
                if (!this.isDrag)
                {
                    this.stepNext = STEP.IDLE;
                }
                break;
        }

        // state transition

        while (this.stepNext != STEP.NONE)
        {
            this.step = this.stepNext;
            this.stepNext = STEP.NONE;

            switch (this.step)
            {
                case STEP.DRAGGING:
                    print("start drag" + this.name);
                    this.beginDragging();
                    break;

                case STEP.IDLE:
                    print("end drag" + this.name);
                    break;
            }
        }

        // execute each state job

        switch (this.step)
        {
            case STEP.DRAGGING:
                this.doDragging();
                break;
        }
    }
开发者ID:tsato1,项目名称:Ramen-Master,代码行数:51,代码来源:DragScript.cs

示例13: Update

    void Update()
    {
        this.step_timer += Time.deltaTime;

        // 変化待ち------.
        if(this.next_step == STEP.NONE){
            switch(this.step){
            case STEP.GLOW:
                // ぐんぐん成長する--------.
                glow_timer	+= Time.deltaTime;
                if(glow_timer >= GLOW_TREE_TIME){
                    this.next_step = STEP.TREE;
                }
                break;
            }
        }

        // 変化時------.
        while(this.next_step != STEP.NONE) {
            this.step      = this.next_step;
            this.next_step = STEP.NONE;
            switch(this.step){
            case STEP.GLOW:
                break;
            case STEP.TREE:
                break;
            }
        }

        // 繰返し----.

        switch(step){
        case STEP.GLOW:
            float size = Mathf.Lerp(0.2f, 0.8f, this.glow_timer/GLOW_TREE_TIME);
            this.transform.localScale = Vector3.one*size;
            break;

        case STEP.TREE:
            // 定期的にリンゴを作り出す--------.
            respawn_timer_apple	+= Time.deltaTime;
            if(respawn_timer_apple > RESPAWN_TIME_APPLE){
                respawn_timer_apple = 0.0f;
                this.respawnApple();
            }
            break;
        }
    }
开发者ID:smalab,项目名称:JumpGame,代码行数:47,代码来源:treeControl.cs

示例14: Start

	// ================================================================ //
	// MonoBehaviour에서 상속.

	void	Start()
	{
		this.step      = STEP.NONE;
		this.next_step = STEP.WAIT;

		GlobalParam.getInstance().fadein_start = true;


		// 호스트 이름을 취득합니다.
		this.hostAddress = "";
		string hostname = Dns.GetHostName();
		// 호스트 이름에서 IP 주소를 가져옵니다.
		IPAddress[] adrList = Dns.GetHostAddresses(hostname);
		hostAddress = adrList[0].ToString();

		GameObject obj = new GameObject("Network");
		if (obj != null) {
			network_ = obj.AddComponent<Network>();
			network_.RegisterReceiveNotification(PacketId.GameSyncInfo, OnReceiveSyncGamePacket);
		}
	}
开发者ID:fotoco,项目名称:006772,代码行数:24,代码来源:TitleControl.cs

示例15: execute

	public override	void	execute()
	{
		if (isPaused) {
			return;
		}
		
		// ---------------------------------------------------------------- //
		// ステップ内の経過時間を進める.
		this.step_timer_prev = this.step_timer;
		this.step_timer += Time.deltaTime;
		
		// ---------------------------------------------------------------- //
		// 次の状態に移るかどうかを、チェックする.

		if(this.next_step == STEP.NONE) {
			switch(this.step) {
				
			case STEP.WAIT:
				if (step_timer >= SPAWN_INTERVAL)
				{
					this.next_step = STEP.SPAWN;
				}
				break;

			default:
				break;
			}
		}
		
		// ---------------------------------------------------------------- //
		// 状態が遷移したときの初期化.
		
		while(this.next_step != STEP.NONE) {
		
			this.step      = this.next_step;
			this.next_step = STEP.NONE;
			
			switch(this.step) {
			default:
				break;
			}
			
			this.step_timer_prev = 0.0f;
			this.step_timer = 0.0f;
		}
		
		// ---------------------------------------------------------------- //
		// 各状態での実行処理.

		switch (this.step) {
			case STEP.SPAWN:
				getMyController().createEnemy ();
				this.next_step = STEP.WAIT;
				break;
			default:
				break;
		}
		
		// ---------------------------------------------------------------- //
		
		this.damage_trigger = false;
	}
开发者ID:fotoco,项目名称:006772,代码行数:62,代码来源:chrBehaviorEnemyLairMinato.cs


注:本文中的STEP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。