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C# TagData类代码示例

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


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

        public override TemplateObject Handle(TagData data)
        {
            if (data.Remaining == 0)
            {
                return this;
            }
            switch (data[0])
            {
                // <--[tag]
                // @Name PhysicsEntityTag.mass
                // @Group General Information
                // @ReturnType NumberTag
                // @Returns the PhysicsEntity's mass.
                // @Example "10" .mass could return "40".
                // -->
                case "mass":
                    return new NumberTag(Internal.Mass).Handle(data.Shrink());
                // <--[tag]
                // @Name PhysicsEntityTag.bounciness
                // @Group General Information
                // @ReturnType NumberTag
                // @Returns the PhysicsEntity's bounciness (how much it bounces).
                // @Example "10" .bounciness could return "0.5".
                // -->
                case "bounciness":
                    return new NumberTag(Internal.GetBounciness()).Handle(data.Shrink());

                default:
                    return new EntityTag((Entity)Internal).Handle(data);
            }
        }
开发者ID:Morphan1,项目名称:Voxalia,代码行数:31,代码来源:PhysicsEntityTag.cs

示例2: Handle

 public override TemplateObject Handle(TagData data)
 {
     if (data.Remaining == 0)
     {
         return this;
     }
     switch (data[0])
     {
         // <--[tag]
         // @Name EntityTag.iid
         // @Group General Information
         // @ReturnType NumberTag
         // @Returns this entity's instance ID number.
         // @Example "2" .iid returns "2".
         // -->
         case "iid":
             return new NumberTag(Internal.GetInstanceID()).Handle(data.Shrink());
         // <--[tag]
         // @Name EntityTag.location
         // @Group Status
         // @ReturnType LocationTag
         // @Returns the entity's current world position.
         // @Example "2" .location returns "(5, 10, 15)".
         // -->
         case "location":
             return new LocationTag(Internal.transform.position).Handle(data.Shrink());
         default:
             return new TextTag(ToString()).Handle(data.Shrink());
     }
 }
开发者ID:FreneticXYZ,项目名称:UnturnedFrenetic,代码行数:30,代码来源:EntityTag.cs

示例3: Handle

 public override TemplateObject Handle(TagData data)
 {
     if (data.Remaining == 0)
     {
         return this;
     }
     switch (data[0])
     {
         // <--[tag]
         // @Name ResourceTag.asset
         // @Group General Information
         // @ReturnType ResourceAssetTag
         // @Returns the resource asset that this resource is based off.
         // @Example "2" .asset returns "Bush_Jade".
         // -->
         case "asset":
             return new ResourceAssetTag(Internal.asset).Handle(data.Shrink());
         // <--[tag]
         // @Name ResourceTag.health
         // @Group General Information
         // @ReturnType NumberTag
         // @Returns the current health of the resource.
         // @Example "2" .health returns "1".
         // -->
         case "health":
             return new NumberTag(Internal.health).Handle(data.Shrink());
         default:
             return new EntityTag(Internal.model.gameObject).Handle(data);
     }
 }
开发者ID:FreneticXYZ,项目名称:UnturnedFrenetic,代码行数:30,代码来源:ResourceTag.cs

示例4: Handle

        public override TemplateObject Handle(TagData data)
        {
            if (data.Remaining == 0)
            {
                return this;
            }
            switch (data[0])
            {
                // <--[tag]
                // @Name BulletEntityTag.damage
                // @Group General Information
                // @ReturnType NumberTag
                // @Returns the amount of damage the BulletEntity will do, not counting splash or other special damage.
                // @Example "10" .damage could return "1".
                // -->
                case "damage":
                    return new NumberTag(Internal.Damage).Handle(data.Shrink());
                // <--[tag]
                // @Name BulletEntityTag.splash_size
                // @Group General Information
                // @ReturnType NumberTag
                // @Returns the radius of the BulletEntity's splash damage area in blocks.
                // @Example "10" .splash_size could return "0".
                // -->
                case "splash_size":
                    return new NumberTag(Internal.SplashSize).Handle(data.Shrink());

                default:
                    return new PrimitiveEntityTag((PrimitiveEntity)Internal).Handle(data);
            }
        }
开发者ID:Morphan1,项目名称:Voxalia,代码行数:31,代码来源:BulletEntityTag.cs

示例5: ScanInventory_Form

        public ScanInventory_Form(StartAudit_Form appForm)
        {
            InitializeComponent();
            this.m_appForm = appForm;
            status = "Connect";
            this.m_UpdateReadHandler = new UpdateRead(myUpdateRead);
            this.m_UpdateStatusHandler = new UpdateStatus(myUpdateStatus);
            this.m_ReadTag = new Symbol.RFID3.TagData();

            m_ReaderAPI = m_appForm.m_ReaderAPI;
            m_ReaderAPI = new RFIDReader("127.0.0.1", 5084, 0);

            this.m_AntennaInfoForm = m_appForm.m_AntennaInfoForm;
            this.m_AntennaConfigForm = m_appForm.m_AntennaConfigForm;
            this.m_PostFilterForm = m_appForm.m_PostFilterForm;
            this.m_AccessFilterForm = m_appForm.m_AccessFilterForm;
            this.m_TriggerForm = m_appForm.m_TriggerForm;

            this.m_ReaderMgmt = new ReaderManagement();
            this.m_TagTable = new Hashtable(1023);
            this.m_AccessOpResult = new AccessOperationResult();
            this.m_IsConnected = false;
            this.m_TagTotalCount = 0;
            this.m_ReaderInitiatedDisconnectionReceived = false;
            this.m_isBeepingEnabled = true;
        }
开发者ID:Systrics,项目名称:SystricsProjects,代码行数:26,代码来源:ScanInventory_Form.cs

示例6: EndSerialize

 public void EndSerialize(TagStructureInfo info, byte[] data, uint mainStructOffset)
 {
     _data.MainStructOffset = mainStructOffset;
     _data.Data = data;
     _cache.SetTagData(_stream, Tag, _data);
     _data = null;
 }
开发者ID:medsouz,项目名称:HaloOnlineTagTool,代码行数:7,代码来源:TagSerializationContext.cs

示例7: Handle

        public override TemplateObject Handle(TagData data)
        {
            if (data.Remaining == 0)
            {
                return this;
            }
            switch (data[0])
            {
                // <--[tag]
                // @Name PrimitiveEntityTag.velocity
                // @Group General Information
                // @ReturnType LocationTag
                // @Returns the PrimitiveEntity's velocity as a LocationTag.
                // @Example "10" .velocity could return "(40, 10, 0)".
                // -->
                case "velocity":
                    return new LocationTag(Internal.GetVelocity(), null).Handle(data.Shrink());
                // <--[tag]
                // @Name PrimitiveEntityTag.scale
                // @Group General Information
                // @ReturnType LocationTag
                // @Returns the PrimitiveEntity's scale as a LocationTag.
                // @Example "5" .scale could return "(1, 1, 1)".
                // -->
                case "scale":
                    return new LocationTag(Internal.Scale, null).Handle(data.Shrink());

                default:
                    return new EntityTag((Entity)Internal).Handle(data);
            }
        }
开发者ID:Morphan1,项目名称:Voxalia,代码行数:31,代码来源:PrimitiveEntityTag.cs

示例8: GetClientCalibration

 public CalibrationData GetClientCalibration(TagData tag)
 {
     CalibrationData result = null;
     string key = KeyFromTagData(tag);
     _calibrations.TryGetValue(key, out result);
     return result;
 }
开发者ID:CodeByBerglund,项目名称:nai-framework,代码行数:7,代码来源:ClientDataStorage.cs

示例9: Handle

 public override TemplateObject Handle(TagData data)
 {
     if (data.Remaining == 0)
     {
         return this;
     }
     switch (data[0])
     {
         // TODO: Mode, etc.
         // <--[tag]
         // @Name RecipeTag.input
         // @Group General Information
         // @ReturnType ListTag
         // @Returns the result of this recipe.
         // @Example "blocks/grass|blocks/dirt" .result returns "blocks/dirt|".
         // -->
         case "input":
             {
                 ListTag list = new ListTag();
                 for (int i = 0; i < Internal.Input.Length; i++)
                 {
                     list.ListEntries.Add(new ItemTag(Internal.Input[i]));
                 }
                 return list.Handle(data.Shrink());
             }
         default:
             return new TextTag(ToString()).Handle(data);
     }
 }
开发者ID:Morphan1,项目名称:Voxalia,代码行数:29,代码来源:RecipeTag.cs

示例10: Handle

        public override TemplateObject Handle(TagData data)
        {
            if (data.Remaining == 0)
            {
                return this;
            }
            switch (data[0])
            {
                // <--[tag]
                // @Name ModelEntityTag.model
                // @Group General Information
                // @ReturnType TextTag
                // @Returns the ModelEntity's model.
                // @Example "5" .model could return "cube".
                // -->
                case "model":
                    return new TextTag(Internal.model).Handle(data.Shrink());
                // <--[tag]
                // @Name ModelEntityTag.scale
                // @Group General Information
                // @ReturnType LocationTag
                // @Returns the ModelEntity's scale as a LocationTag.
                // @Example "5" .scale could return "(1, 1, 1)".
                // -->
                case "scale":
                    return new LocationTag(Internal.scale, null).Handle(data.Shrink());

                default:
                    return new PhysicsEntityTag((PhysicsEntity)Internal).Handle(data);
            }
        }
开发者ID:Morphan1,项目名称:Voxalia,代码行数:31,代码来源:ModelEntityTag.cs

示例11: Handle

 public override TemplateObject Handle(TagData data)
 {
     if (data.Remaining == 0)
     {
         return this;
     }
     switch (data[0])
     {
         // <--[tag]
         // @Name MaterialTag.name
         // @Group General Information
         // @ReturnType TextTag
         // @Returns the material's name.
         // @Example "stone" .name returns "stone".
         // -->
         case "name":
             return new TextTag(ToString()).Handle(data.Shrink());
         // <--[tag]
         // @Name MaterialTag.speed_mod
         // @Group General Information
         // @ReturnType NumberTag
         // @Returns the material's speed modification.
         // @Example "stone" .speed_mod returns "1.1".
         // -->
         case "speed_mod":
             return new NumberTag(Internal.GetSpeedMod()).Handle(data.Shrink());
         // TODO: More tags
         default:
             return new TextTag(ToString()).Handle(data);
     }
 }
开发者ID:Morphan1,项目名称:Voxalia,代码行数:31,代码来源:MaterialTag.cs

示例12: Handle

 public override TemplateObject Handle(TagData data)
 {
     long eid;
     string input = data.GetModifier(0).ToLowerFast();
     if (long.TryParse(input, out eid))
     {
         Entity e = TheServer.GetEntity(eid);
         if (e != null && e is LivingEntity)
         {
             return new LivingEntityTag((LivingEntity)e).Handle(data.Shrink());
         }
     }
     else
     {
         foreach (PlayerEntity p in TheServer.Players)
         {
             if (p.Name.ToLowerFast() == input)
             {
                 return new LivingEntityTag(p).Handle(data.Shrink());
             }
         }
     }
     data.Error("Invalid living entity '" + TagParser.Escape(input) + "'!");
     return new NullTag();
 }
开发者ID:Morphan1,项目名称:Voxalia,代码行数:25,代码来源:LivingEntityTagBase.cs

示例13: Handle

 public override TemplateObject Handle(TagData data)
 {
     if (data.Remaining == 0)
     {
         return this;
     }
     switch (data[0])
     {
         // <--[tag]
         // @Name PlayerTag.name
         // @Group General Information
         // @ReturnType TextTag
         // @Returns the player's name.
         // @Example "Fortifier" .name returns "Fortifier".
         // -->
         case "name":
             return new TextTag(Internal.Name).Handle(data.Shrink());
         // <--[tag]
         // @Name PlayerTag.health
         // @Group Status
         // @ReturnType NumberTag
         // @Returns the player's health.
         // @Example "Fortifier" .health could return "100".
         // -->
         case "health":
             return new NumberTag(Internal.Health).Handle(data.Shrink());
         // <--[tag]
         // @Name PlayerTag.is_afk
         // @Group Status
         // @ReturnType BooleanTag
         // @Returns whether the player is AFK (Away From Keyboard) currently.
         // @Other this is detected as "no input whatsoever" from the player. Any number of things could potentially knock a player out of "AFK" status.
         // -->
         case "is_afk":
             return new BooleanTag(Internal.IsAFK).Handle(data.Shrink());
         // <--[tag]
         // @Name PlayerTag.afk_time
         // @Group Status
         // @ReturnType IntegerTag
         // @Returns the amount of time the player has been AFK (Away From Keyboard) currently. This is a number in seconds.
         // @Other this is detected as "no input whatsoever" from the player. Any number of things could potentially knock a player out of "AFK" status.
         // @Example "mcmonkey" .afk_time could return "5".
         // -->
         case "afk_time":
             return new IntegerTag(Internal.TimeAFK).Handle(data.Shrink());
         // <--[tag]
         // @Name PlayerTag.held_item
         // @Group Status
         // @ReturnType ItemTag
         // @Returns the item the player is currently holding.
         // @Example "mcmonkey" .held_item could return "bullet".
         // -->
         case "held_item":
             return new ItemTag(Internal.Items.GetItemForSlot(Internal.Items.cItem)).Handle(data.Shrink());
         default:
             return new LivingEntityTag((LivingEntity)Internal).Handle(data);
     }
 }
开发者ID:Morphan1,项目名称:Voxalia,代码行数:58,代码来源:PlayerTag.cs

示例14: Handle

 public override TemplateObject Handle(TagData data)
 {
     if (data.Remaining == 0)
     {
         return this;
     }
     switch (data[0])
     {
         // <--[tag]
         // @Name AnimalTag.is_alive
         // @Group General Information
         // @ReturnType BooleanTag
         // @Returns whether the animal is still alive.
         // @Example "2" .is_alive returns "true".
         // -->
         case "is_alive":
             return new BooleanTag(!Internal.isDead).Handle(data.Shrink());
         // <--[tag]
         // @Name AnimalTag.name
         // @Group General Information
         // @ReturnType TextTag
         // @Returns the name of the animal's type.
         // @Example "2" .name returns "Cow".
         // -->
         case "name":
             return new TextTag(Internal.asset.name).Handle(data.Shrink());
         // <--[tag]
         // @Name AnimalTag.aid
         // @Group General Information
         // @ReturnType NumberTag
         // @Returns the animal ID number of the animal.
         // @Example "2" .aid returns "1".
         // -->
         case "aid":
             return new NumberTag(Internal.index).Handle(data.Shrink());
         // <--[tag]
         // @Name AnimalTag.health
         // @Group General Information
         // @ReturnType NumberTag
         // @Returns the animal's current health.
         // @Example "2" .health returns "96".
         // -->
         case "health":
             return new NumberTag(Internal.health).Handle(data.Shrink());
         // <--[tag]
         // <--[tag]
         // @Name AnimalTag.asset
         // @Group General Information
         // @ReturnType AnimalAssetTag
         // @Returns the animal asset that this animal is based off.
         // @Example "2" .asset returns "Cow".
         // -->
         case "asset":
             return new AnimalAssetTag(Internal.asset).Handle(data.Shrink());
         default:
             return new EntityTag(Internal.gameObject).Handle(data);
     }
 }
开发者ID:FreneticXYZ,项目名称:UnturnedFrenetic,代码行数:58,代码来源:AnimalTag.cs

示例15: Handle

 public override TemplateObject Handle(TagData data)
 {
     if (data.Remaining == 0)
     {
         return this;
     }
     switch (data[0])
     {
         // <--[tag]
         // @Name VehicleTag.name
         // @Group General Information
         // @ReturnType TextTag
         // @Returns the name of the vehicle's type.
         // @Example "2" .name returns "APC_Forest".
         // -->
         case "name":
             return new TextTag(Internal.asset.name).Handle(data.Shrink());
         // <--[tag]
         // @Name VehicleTag.vid
         // @Group General Information
         // @ReturnType NumberTag
         // @Returns the vehicle ID number of the vehicle.
         // @Example "2" .vid returns "1".
         // -->
         case "vid":
             return new NumberTag(Internal.id).Handle(data.Shrink());
         // <--[tag]
         // @Name VehicleTag.asset
         // @Group General Information
         // @ReturnType VehicleAssetTag
         // @Returns the vehicle asset that this vehicle is based off.
         // @Example "2" .asset returns "APC_Forest".
         // -->
         case "asset":
             return new VehicleAssetTag(Internal.asset).Handle(data.Shrink());
         // <--[tag]
         // @Name VehicleTag.health
         // @Group General Information
         // @ReturnType NumberTag
         // @Returns the current health of the vehicle.
         // @Example "2" .health returns "99".
         // -->
         case "health":
             return new NumberTag(Internal.health).Handle(data.Shrink());
         // <--[tag]
         // @Name VehicleTag.id
         // @Group General Information
         // @ReturnType NumberTag
         // @Returns the current amount of fuel in the vehicle.
         // @Example "2" .fuel returns "67".
         // -->
         case "fuel":
             return new NumberTag(Internal.fuel).Handle(data.Shrink());
         default:
             return new EntityTag(Internal.gameObject).Handle(data);
     }
 }
开发者ID:FreneticXYZ,项目名称:UnturnedFrenetic,代码行数:57,代码来源:VehicleTag.cs


注:本文中的TagData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。