当前位置: 首页>>代码示例>>C#>>正文


C# Stage类代码示例

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


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

    private Stage _stageState; //!< ステージの状態

    #endregion Fields

    #region Constructors

    public ScenarioData(ScenarioPatternType i_type, Stage i_state, TextAsset i_scenario, bool i_read)
    {
        _scenarioType   = i_type;
        _stageState     = i_state;
        _scenario       = i_scenario;
        IsRead          = i_read;
    }
开发者ID:RegalStranger,项目名称:shootingGame,代码行数:13,代码来源:ScenarioData.cs

示例2: JoinLobby

 private void JoinLobby()
 {
     ChangeSizeOfLobby(SizeOfLobbyDropdown.value);
     prefs.setSize(sizeOfLobby);
     driver.JoinLobby(sizeOfLobby);
     currentStage = Stage.JoinLobby;
 }
开发者ID:LeagueOfDevelopers,项目名称:Imaginarium,代码行数:7,代码来源:MenuLogic.cs

示例3: LoadContent

        public override void LoadContent(Microsoft.Xna.Framework.Content.ContentManager content, ParameterSet parm, Stage stage)
        {
            if (contentLoaded)
                return;

            bool initialized = false;

            model = BasicModelLoad(parm, out initialized);

            if (!initialized)
            {
                foreach (ModelMesh mesh in model.Meshes)
                {
                    foreach (ModelMeshPart part in mesh.MeshParts)
                    {
                        Water effect = new Water(content.Load<Effect>("Effects/v2/Water"));
                        if (stage.Parm.HasParm("WaterSpecularPower"))
                            effect.SpecularPower = stage.Parm.GetFloat("WaterSpecularPower");
                        if (stage.Parm.HasParm("WaterShininess"))
                            effect.Shininess = stage.Parm.GetFloat("WaterShininess");
                        if (stage.Parm.HasParm("WaterColor"))
                            effect.WaterColor = stage.Parm.GetVector4("WaterColor");
                        if (stage.Parm.HasParm("WaterBase"))
                            effect.WaterBase = stage.Parm.GetVector4("WaterBase");
                        part.Effect = effect;
                    }
                }
            }

            transforms = new Matrix[model.Bones.Count];
            model.CopyAbsoluteBoneTransformsTo(transforms);

            base.LoadContent(content, parm, stage);
        }
开发者ID:scotttorgeson,项目名称:HeroesOfRock,代码行数:34,代码来源:WaterRModel.cs

示例4: SetStage

    public void SetStage(Stage stage, UnityAction clickAction)
    {
        _stage = stage;
        _stageName.text = _stage._stageName;

        GetComponent<Button> ().onClick.AddListener (clickAction);
    }
开发者ID:2ty,项目名称:race3d,代码行数:7,代码来源:UIStageListElement.cs

示例5: Start

 // Use this for initialization
 protected override void Start()
 {
     base.Start();
     this.stageComponent = GameObject.FindGameObjectWithTag("Stage").GetComponent<Stage>();
     this.SetTracePoints(this.stageComponent.GetPoints());
     this.gameObject.GetComponent<LineTracer>().SetTracePoints(stageComponent.GetPoints());
 }
开发者ID:kawazrepos,项目名称:game-off-2012,代码行数:8,代码来源:PlayerController.cs

示例6: LoaderForm

        public LoaderForm()
        {
            InitializeComponent();

            stage = Stage.UserInfo;

            // setting up the starting loader screen
            LabelOperationPercentage.Text = "0%";
            LabelOverallStage.Text = "0/5";
            LabelOperation.Text = "Contacting Facebook...";

            // setting up the worker thread
            backgroundLoader = new System.ComponentModel.BackgroundWorker();

            backgroundLoader.WorkerReportsProgress = true;
            backgroundLoader.WorkerSupportsCancellation = true;

            backgroundLoader.DoWork += new DoWorkEventHandler(backgroundLoader_DoWork);
            backgroundLoader.RunWorkerCompleted += new RunWorkerCompletedEventHandler(backgroundLoader_RunWorkerCompleted);
            backgroundLoader.ProgressChanged += new ProgressChangedEventHandler(backgroundLoader_ProgressChanged);

            // starting the calculation
            // runs the GenerateGraph() method in Generator.cs
            backgroundLoader.RunWorkerAsync();
        }
开发者ID:premun,项目名称:FaceGraph,代码行数:25,代码来源:LoaderForm.cs

示例7: Activate

    void Activate()
    {
        if (GameObject.Find("Main Camera").GetComponent<MovieClipOverlayCameraBehaviour>() == null)
        {
            return;
        }
        PauseStage = Camera.main.GetComponent<MovieClipOverlayCameraBehaviour>().stage;

        BackGround = new MovieClip("swf/PauseField.swf:FadeBackground");
        BackGround.gotoAndStop(1);
        BackGround.x = Screen.width / 2;
        BackGround.y = Screen.height / 2;
        BackGround.scaleX = (float)Screen.width / 2048;
        BackGround.scaleY = BackGround.scaleX;
        PauseStage.addChild(BackGround);

        for (int i = 0; i < ButtonCount; i++)
        {
            Buttons[i] = new MovieClip("swf/PauseField.swf:PauseField");
            Buttons[i].gotoAndStop(1);
            Buttons[i].x = Screen.width/2;
            Buttons[i].y = Screen.height * 0.3f + (float)Screen.height/2048 * 220 * i;
            Buttons[i].scaleX = (float)Screen.width / 2048;
            Buttons[i].scaleY = Buttons[i].scaleX;

            MenuFields[i] = Buttons[i].getChildByName<TextField>("Text");
            MenuFields[i].text = names[i];

            PauseStage.addChild(Buttons[i]);
        }

        Buttons[0].addEventListener(MouseEvent.CLICK, Resume);
        Buttons[1].addEventListener(MouseEvent.CLICK, Reload);
        Buttons[3].addEventListener(MouseEvent.CLICK, Quit);
    }
开发者ID:shishkovIS,项目名称:antbuster,代码行数:35,代码来源:PauseMenu.cs

示例8: GetStages

        public static List<Stage> GetStages()
        {
            List<Stage> result = new List<Stage>();
            try
            {
                // Get data
                DbDataReader reader = Database.GetData("SELECT * FROM stage");
                foreach (DbDataRecord record in reader)
                {
                    // Create new Stage
                    Stage stage = new Stage();

                    // Get ID
                    if (DBNull.Value.Equals(record["ID"])) stage.ID = -1;
                    else stage.ID = Convert.ToInt32(record["ID"]);

                    // Get Name
                    if (DBNull.Value.Equals(record["Name"])) stage.Name = "";
                    else stage.Name = record["Name"].ToString();

                    result.Add(stage);
                }
                reader.Close();
            }

            // Fail
            catch (Exception ex)
            {
                Console.WriteLine(ex.Message);
            }
            return result;
        }
开发者ID:Kefke,项目名称:FestivalAdministration,代码行数:32,代码来源:StageSQLRepository.cs

示例9: ScenarioDebugData

    private Stage _stageState; //!< ステージの状態

    #endregion Fields

    #region Constructors

    public ScenarioDebugData(ScenarioPatternType i_type, Stage i_state, string i_scenario, bool i_read)
    {
        _scenarioType   = i_type;
        _stageState     = i_state;
        _scenario       = i_scenario;
        IsRead          = i_read;
    }
开发者ID:RegalStranger,项目名称:shootingGame,代码行数:13,代码来源:ScenarioData.cs

示例10: Can_make_many_concurrent_calls

        public void Can_make_many_concurrent_calls()
        {
            var stage = new Stage();
            var a1 = stage.Create<IAdder>().Proxy;

            var start = new ManualResetEvent(false);
            var ready = new List<ManualResetEvent>();
            var tasks = new List<Task<int>>();
            for(var i = 0; i < 10; i++) {
                var i2 = i;
                var mre = new ManualResetEvent(false);
                ready.Add(mre);
                var tcs = new TaskCompletionSource<int>();
                tasks.Add(tcs.Task);
                new Thread(() => {
                    mre.Set();
                    start.WaitOne();
                    a1.Add(i2, 10).ContinueWith(t => tcs.SetResult(t.Result));
                }).Start();
            }
            WaitHandle.WaitAll(ready.ToArray());
            start.Set();
            Task.WaitAll(tasks.ToArray());
            Debug.WriteLine("all tasks completed");
            for(var i = 0; i < 10; i++) {
                Assert.AreEqual(10 + i, tasks[i].Result);

            }
        }
开发者ID:sdether,项目名称:Calculon,代码行数:29,代码来源:ActorConcurrencyTests.cs

示例11: Initialize

 public override void Initialize(Stage stage)
 {
     SkinnedRModelInstance modelInstance = actor.modelInstance as SkinnedRModelInstance;
     animations = new AnimationPlayer[(int)AnimationTypes.COUNT];
     if (actor.Parm.HasParm("WeakAttackAnimation"))
         animations[(int)AnimationTypes.WeakAttack] = new AnimationPlayer(AnimationClip.LoadClip(actor.Parm.GetString("WeakAttackAnimation")), modelInstance);
     if (actor.Parm.HasParm("MediumAttackAnimation"))
         animations[(int)AnimationTypes.MediumAttack] = new AnimationPlayer(AnimationClip.LoadClip(actor.Parm.GetString("MediumAttackAnimation")), modelInstance);
     if (actor.Parm.HasParm("HeavyAttackAnimation"))
         animations[(int)AnimationTypes.HeavyAttack] = new AnimationPlayer(AnimationClip.LoadClip(actor.Parm.GetString("HeavyAttackAnimation")), modelInstance);
     if (actor.Parm.HasParm("SmashAttackAnimation"))
         animations[(int)AnimationTypes.SmashAttack] = new AnimationPlayer(AnimationClip.LoadClip(actor.Parm.GetString("SmashAttackAnimation")), modelInstance);
     if (actor.Parm.HasParm("DashAnimation"))
         animations[(int)AnimationTypes.Dash] = new AnimationPlayer(AnimationClip.LoadClip(actor.Parm.GetString("DashAnimation")), modelInstance);
     if (actor.Parm.HasParm("IdleAnimation"))
         animations[(int)AnimationTypes.Idle] = new AnimationPlayer(AnimationClip.LoadClip(actor.Parm.GetString("IdleAnimation")), modelInstance);
     if (actor.Parm.HasParm("DeathAnimation"))
         animations[(int)AnimationTypes.Die] = new AnimationPlayer(AnimationClip.LoadClip(actor.Parm.GetString("DeathAnimation")), modelInstance);
     if (actor.Parm.HasParm("WalkAnimation"))
         animations[(int)AnimationTypes.Walk] = new AnimationPlayer(AnimationClip.LoadClip(actor.Parm.GetString("WalkAnimation")), modelInstance);
     if (actor.Parm.HasParm("TakeDamageAnimation"))
         animations[(int)AnimationTypes.TakeDamage] = new AnimationPlayer(AnimationClip.LoadClip(actor.Parm.GetString("TakeDamageAnimation")), modelInstance);
     if (actor.Parm.HasParm("JumpAnimation"))
         animations[(int)AnimationTypes.Jump] = new AnimationPlayer(AnimationClip.LoadClip(actor.Parm.GetString("JumpAnimation")), modelInstance);
 }
开发者ID:scotttorgeson,项目名称:HeroesOfRock,代码行数:25,代码来源:PlayerAnimationAgent.cs

示例12: PostProcessStage

        public static void PostProcessStage(Stage stage, List<MapEntityLoader.RawMapEntity> rawEntityData)
        {
            // Process objects which belong to both Stage and Rooms.
            PostProcessSharedEntities(stage, rawEntityData);

            // Create Arrows out of AROB tags
            PostProcessArrows(stage, "AROB", rawEntityData);

            // Create Paths out of RPAT tags
            PostProcessPaths(stage, "PATH", "PPNT", rawEntityData);

            // Non Physical Items
            PostProcessMult(rawEntityData);

            // CAMR
            // DMAP
            // EnvR
            // Colo
            // Pale
            // Virt
            // EVNT
            // MECO
            // MEMA
            // RTBL
            // STAG
        }
开发者ID:CryZe,项目名称:WindEditor2,代码行数:26,代码来源:MapLoader.cs

示例13: ChangeRound

    void ChangeRound()
    {
        //If all targets have been hit proceed
        switch (myStage)
        {
            case Stage.Start:
                StartCoroutine(RoundTransition(startTarget, wave1));
                myStage = Stage.Wave1;
                break;
            case Stage.Wave1:
                StartCoroutine(RoundTransition(wave1, wave2));
                myStage = Stage.Wave2;
                break;
            case Stage.Wave2:
                StartCoroutine(RoundTransition(wave2, wave3));
                myStage = Stage.Wave3;
                break;
            case Stage.Wave3:
                print("Rounds finished!");
                myStage = Stage.Done;
                doDone();
                break;
            default:
                break;
        }

        sequenceIndex = 0;
    }
开发者ID:longshorts,项目名称:PulseVR,代码行数:28,代码来源:TargetManager.cs

示例14: Initialize

        public override void Initialize(Stage stage)
        {
            base.Initialize(stage);

            if (actor.Parm.HasParm("AddToAIQB") && actor.Parm.GetBool("AddToAIQB"))
                stage.GetQB<AIQB>().AddLiveEnemy(actor);

            if (actor.PhysicsObject.physicsType == PhysicsObject.PhysicsType.Box)
            {
                //if we are a platform

                if (actor.Parm.HasParm("Platform") && actor.Parm.GetBool("Platform"))
                {
                    actor.PhysicsObject.CollisionInformation.CollisionRules.Group = PhysicsQB.platformGroup;
                    bloodOnDamage = false;
                }
                else
                    actor.PhysicsObject.CollisionInformation.CollisionRules.Group = PhysicsQB.normalAIGroup;

                actor.PhysicsObject.CollisionInformation.Entity.IsAffectedByGravity = false;
                stunnable = false;
            }
            else if(actor.PhysicsObject.physicsType == PhysicsObject.PhysicsType.CylinderCharacter)
            {
                actor.PhysicsObject.CollisionInformation.CollisionRules.Group = PhysicsQB.normalAIGroup;
                actor.PhysicsObject.CylinderCharController.HorizontalMotionConstraint.Speed = 0;
            }
        }
开发者ID:scotttorgeson,项目名称:HeroesOfRock,代码行数:28,代码来源:AIDumb.cs

示例15: Awake

    /// <summary>
    /// Awake
    /// </summary>
    public override void Awake()
    {
        base.Awake();

        // ステージ状態をセット
        nowStage += 1;
        if (Application.loadedLevelName == Data.d_StageNameList[1]) nowStage = Stage.title;
        if (debug || nowStage == Stage.opening) nowStage = Stage.stage1;

        // シナリオデータを読み込む(正直、都度読み込む方が都合が良いけれども今回読み込む量はそんなに多くないはずなのでスタックしてしまう)
        if (scenarioData.Count <= 0) {
            StartCoroutine(ReadScenarioData());
        }

        if (stageUIDic.Count <= 0) {
            SetStageUISprites();
        }

        // 弾丸データを読み込む
        BulletBase.CreateEnemyBulletGroupData();
        BulletBase.CreateEnemyBulletRadData();
        DirectionData.CreateBezierDirectionData();
        PlayerBulletMaster.CreatePlayerMasterData();

        // 通常敵AIデータを読み込む
        EnemyFactory.CreateNormalEnemyAiData();

        // 背景読み込み
        StageBackground.CreateBackgroundImageData();
        StageBackground.CreateBackgroundImageSettingData();
    }
开发者ID:RegalStranger,项目名称:shootingGame,代码行数:34,代码来源:YkSys.cs


注:本文中的Stage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。