Beispiel #1
0
        public void ChangeType()
        {
            switch (currentType)
            {
            case BezierType.Berenstein:
                currentType = BezierType.BSpline;
                foreach (var pt in berensteinPoints)
                {
                    pt.Visible = false;
                }
                foreach (var pt in points)
                {
                    pt.Point.Visible = true;
                }
                break;

            case BezierType.BSpline:
                currentType = BezierType.Berenstein;
                foreach (var pt in berensteinPoints)
                {
                    pt.Visible = true;
                }
                foreach (var pt in points)
                {
                    pt.Point.Visible = false;
                }
                break;
            }
        }
Beispiel #2
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 public Bezier(BezierType type, ICollection<float> pointData, IList<PointF> pixels, Angle angle = default(Angle)) : this()
 {
     Bounds = InitializeBezier(type, pointData, pixels, out points, angle);
     Option = type;
     Angle = angle.AssignCenter(Bounds.Center());
     ID = Factory.NewID(Name);
 }
Beispiel #3
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        /// <summary>
        /// Appends a series of Bezier curves to the end of the path, connected by an additional line segment if the first curve
        /// does not begin at the path's current endpoint.
        /// </summary>
        /// <param name="points">A list of points.</param>
        /// <param name="offset">The index of the first point to use from the list.</param>
        /// <param name="length">The number of points to use from the list.</param>
        /// <param name="bezierType">The type of Bezier</param>
        /// <remarks><para>For quadratic Bezier curves, the number of points defined by the parameters should be a multiple of 2 plus 1.
        /// For cubic Bezier curves, the number of points defined by the parameters should be a multiple of 3 plus 1.  For each curve
        /// drawn after the first, the ending point of the previous curve is used as the starting point.</para></remarks>
        public void AddBeziers(IList <CCVector2> points, int offset, int length, BezierType bezierType)
        {
            if (offset < 0 || points.Count < offset + length)
            {
                throw new ArgumentOutOfRangeException("The offset and length are out of range for the given points argument.");
            }

            switch (bezierType)
            {
            case BezierType.Quadratic:
                if (length < 3)
                {
                    throw new ArgumentOutOfRangeException("A quadratic bezier needs at least 3 points");
                }
                for (int i = offset + 2; i < offset + length; i += 2)
                {
                    AddBezier(points[i - 2], points[i - 1], points[i]);
                }
                break;

            case BezierType.Cubic:
                if (length < 4)
                {
                    throw new ArgumentOutOfRangeException("A cubic bezier needs at least 4 points");
                }
                for (int i = offset + 3; i < offset + length; i += 3)
                {
                    AddBezier(points[i - 3], points[i - 2], points[i - 1], points[i]);
                }
                break;
            }
        }
Beispiel #4
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 public override BezierState OnBezierDisabled(BezierType type)
 {
     if (type == BezierType.Attack)
     {
         return(atkDefBezState);
     }
     return(null);
 }
Beispiel #5
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 public Bezier(BezierType type, Vector3 start, Vector3 end, Vector3 mid1, Vector3 mid2)
 {
     _iType     = type;
     _vPosStart = start;
     _vPosEnd   = end;
     _vPosMid1  = mid1;
     _vPosMid2  = mid2;
 }
Beispiel #6
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 public void Setup(IPositionObject target, Vector3[] points, float interval, BezierType type, System.Action <GameObject> onComplete)
 {
     this.bezierType = type;
     this.points     = points;
     this.onComplete = onComplete;
     this.target     = target;
     this.interval   = interval;
     this.timer      = 0f;
     target.SetPosition(points[0]);
     this.isStarted = true;
 }
Beispiel #7
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 public void Init(List <UnityEngine.GameObject> nodes, BezierType type, int bezierLength)
 {
     nodes.ForEach((obj) => {
         obj.transform.parent = transform;
     });
     this.nodes        = nodes;
     this.type         = type;
     this.bezierLength = bezierLength;
     Created.Invoke(type);
     StartCoroutine(BuildBezier(
                        nodes.ConvertAll((n) => n.GetComponent <Transform>().position).ToArray()));
 }
Beispiel #8
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 public BezierTool(BezierTool owner, eCurrentPoint id)
 {
     try
     {
         m_owner         = owner;
         m_clone         = m_owner.Clone() as BezierTool;
         m_pointId       = id;
         Type            = owner.Type;
         m_originalPoint = GetPoint(m_pointId);
         UseRoute        = false;
     }
     catch (Exception ex)
     { throw ex; }
 }
Beispiel #9
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 public override BezierState OnBezierDisabled(BezierType type)
 {
     if (type == BezierType.Defense)
     {
         if (spawner.OnDefRadar)
         {
             return(atkDefBezState);
         }
         else
         {
             return(atkBezState);
         }
     }
     return(null);
 }
 public override BezierState OnBezierDisabled(BezierType type)
 {
     if (type == BezierType.Attack)
     {
         return(atkRmDefBezState);
     }
     else if (spawner.OnDefRadar)
     {
         return(rmAtkDefBezState);
     }
     else
     {
         return(rmAtkBezState);
     }
 }
Beispiel #11
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    protected bool RemoveBezierNode(Vector3 clickPosition,
                                    BezierType type)
    {
        var nodeList             = spawner.NodeListDictionary[type];
        int activeNodeAtPosIndex = nodeList.FindIndex(
            (obj) => Vector3.Distance(obj.transform.position, clickPosition) <= spawner.RemovalNodeSenseDistance);

        if (activeNodeAtPosIndex != -1)
        {
            var activeNode = nodeList[activeNodeAtPosIndex];
            nodeList.RemoveAt(activeNodeAtPosIndex);
            activeNode.GetComponent <BezierNodeComponent>().DestroyNode();
            return(true);
        }
        return(false);
    }
Beispiel #12
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        /// <summary>
        /// Rendering a evaluator(a bezier curve or surface) and its control points.
        /// </summary>
        /// <param name="controlPoints"></param>
        /// <param name="type"></param>
        /// <param name="model"></param>
        /// <param name="shaderCodes"></param>
        /// <param name="attributeMap"></param>
        /// <param name="positionNameInIBufferable"></param>
        /// <param name="switches"></param>
        private BezierRenderer(IList<vec3> controlPoints, BezierType type, Points model, CSharpGL.ShaderCode[] shaderCodes, CSharpGL.AttributeMap attributeMap, string positionNameInIBufferable, params GLState[] switches)
            : base(model, shaderCodes, attributeMap, positionNameInIBufferable, switches)
        {
            switch (type)
            {
                case BezierType.Curve:
                    this.Evaluator = new Evaluator1DRenderer(controlPoints);//, lengths);
                    break;

                case BezierType.Surface:
                    this.Evaluator = new Evaluator2DRenderer(controlPoints);//, lengths);
                    break;

                default:
                    throw new System.NotImplementedException();
            }
        }
Beispiel #13
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        /// <summary>
        /// Rendering a evaluator(a bezier curve or surface) and its control points.
        /// </summary>
        /// <param name="controlPoints"></param>
        /// <param name="type"></param>
        /// <param name="model"></param>
        /// <param name="shaderProgramProvider"></param>
        /// <param name="attributeMap"></param>
        /// <param name="positionNameInIBufferable"></param>
        /// <param name="switches"></param>
        private BezierRenderer(IList <vec3> controlPoints, BezierType type, Points model, CSharpGL.IShaderProgramProvider shaderProgramProvider, CSharpGL.AttributeMap attributeMap, string positionNameInIBufferable, params GLState[] switches) :
            base(model, shaderProgramProvider, attributeMap, positionNameInIBufferable, switches)
        {
            switch (type)
            {
            case BezierType.Curve:
                this.Evaluator = new Evaluator1DRenderer(controlPoints);    //, lengths);
                break;

            case BezierType.Surface:
                this.Evaluator = new Evaluator2DRenderer(controlPoints);    //, lengths);
                break;

            default:
                throw new System.NotImplementedException();
            }
        }
Beispiel #14
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        /// <summary>
        /// Creates a renderer that renders a evaluator(a bezier curve or surface) and its control points.
        /// </summary>
        /// <param name="controlPoints"></param>
        /// <param name="type"></param>
        /// <returns></returns>
        public static BezierRenderer Create(IList <vec3> controlPoints, BezierType type)
        {
            var shaderCodes = new ShaderCode[2];

            shaderCodes[0] = new ShaderCode(ManifestResourceLoader.LoadTextFile(@"Resources\Points.vert"), ShaderType.VertexShader);
            shaderCodes[1] = new ShaderCode(ManifestResourceLoader.LoadTextFile(@"Resources\Points.frag"), ShaderType.FragmentShader);
            var map = new CSharpGL.AttributeMap();

            map.Add("in_Position", Points.strposition);
            var model    = new Points(controlPoints);
            var renderer = new BezierRenderer(controlPoints, type, model, shaderCodes, map, Points.strposition);

            renderer.ModelSize     = model.Lengths;
            renderer.WorldPosition = model.WorldPosition;
            renderer.stateList.Add(new PointSizeState(10));

            return(renderer);
        }
Beispiel #15
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            static IRectangleF InitializeBezier(BezierType type, ICollection<float> pointData, ICollection<PointF> pixels, out IList<PointF> points, Angle angle = default(Angle))
            {
                IList<PointF> Source;

                if (pointData != null)
                    Source = pointData.ToPoints();
                else
                    Source = pixels.ToArray();

                var rc = Source.ToArea();
                angle = angle.AssignCenter(rc);

                if (angle.Valid)
                    Source = Source.Rotate(angle);
                
                points = InitializeBezier(type, Source);
                return rc;
            }
Beispiel #16
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    protected void BuildBezier(BezierType type)
    {
        UnityEngine.GameObject bezBuilder = spawner.BuilderPrefabs[type];
        var nodeList = spawner.NodeListDictionary[type];

        bezBuilder = UnityEngine.GameObject.Instantiate(bezBuilder);
        spawner.ActiveCurves.Add(type, bezBuilder);
        var builderComp = bezBuilder.GetComponent <BezierBuilderComponent>();

        builderComp.Init(nodeList, type, spawner.BezierLength);
        builderComp.Disabled.AddListener(spawner.OnBezierDisabled);
        if (BezierType.Defense == type)
        {
            bezBuilder.GetComponent <FollowTargetComponent>().SetTargetToFollow(spawner.transform);
            nodeList.ForEach((obj) => UnityEngine.GameObject.Destroy(obj.GetComponent <FollowTargetComponent>()));
        }
        spawner.OnBezierCreated.Invoke();
    }
Beispiel #17
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            static IList<PointF> InitializeBezier(BezierType type, IList<PointF> Source)
            {
                bool multiple = type.HasFlag(BezierType.Multiple);

                var points = new List<PointF>(100);

                if (multiple)
                {
                    for (int k = 1; k < Source.Count; k++)
                    {
                        if (k % 3 == 0)
                        {
                            Geometry.GetBezierPoints(4, ref points, new PointF[] { Source[k - 3], Source[k - 2], Source[k - 1], Source[k] });
                            if (points.Count > 0)
                                points.RemoveAt(points.Count - 1);
                        }
                    }
                }
                else
                    Geometry.GetBezierPoints(4,  ref points, Source);
                return points;
            }
    /// <summary>
    /// Handles all the bezier logic for the user click.
    /// </summary>
    /// <param name="type">The bezier curve type</param>
    /// <param name="clickPosition"></param>
    /// <param name="nodeList"></param>
    protected BezierState HandleClick(
        BezierType type,
        Vector3 clickPosition
        )
    {
        if (RemoveBezierNode(clickPosition, type))
        {
            return(null);
        }
        var nodeList = spawner.NodeListDictionary[type];

        if (nodeList.Count == 2 && type == BezierType.Defense &&
            CheckBezierCrossingSpawner(new Vector3[] {
            nodeList[0].transform.position, nodeList[1].transform.position, clickPosition
        }))
        {
            spawner.OnFailPlacingNode();
            return(null);
        }
        var node     = spawner.NodePrefabs[type];
        var instance = UnityEngine.GameObject.Instantiate(node);

        instance.transform.position = clickPosition;
        instance.GetComponent <FollowTargetComponent>()?.SetTargetToFollow(spawner.transform);
        nodeList.Add(instance);
        if (nodeList.Count == 3)
        {
            BuildBezier(type);
            if (type == BezierType.Attack)
            {
                return(BezierState.rmAtkDefBezState);
            }
            else
            {
                return(BezierState.atkRmDefBezState);
            }
        }
        return(null);
    }
Beispiel #19
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 public static IBezier newBezier(this IFactory factory, BezierType type, IList <PointF> points) =>
 factory.newBezier(type, null, points, default(Angle));
Beispiel #20
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 public static IBezier newBezier(this IFactory factory, Angle angle, BezierType type, IList <PointF> points) =>
 factory.newBezier(type, null, points, angle);
Beispiel #21
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 public static IBezier newBezier(this IFactory factory, BezierType type, params float[] points) =>
 factory.newBezier(type, points, null, default(Angle));
Beispiel #22
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 public static IBezier newBezier(this IFactory factory, Angle angle, BezierType type, params float[] points) =>
 factory.newBezier(type, points, null, angle);
Beispiel #23
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 public Bezier(BezierType type, params float[] points) :
     this(type, points as IList<float>)
 { }
 /// <summary>
 /// Adds a series of primitive Bezier paths to the batch of figures to be rendered.
 /// </summary>
 /// <param name="pen">The pen supplying the color to render the path with.</param>
 /// <param name="points">A list of Bezier points.</param>
 /// <param name="bezierType">The type of Bezier curves to draw.</param>
 /// <param name="pathType">Whether the path is open or closed.</param>
 /// <remarks><para>For quadratic Bezier curves, the number of points defined by the parameters should be a multiple of 2 plus 1
 /// for open curves or 2 for closed curves.  For cubic Bezier curves, the number of points defined by the parameters should be 
 /// a multiple of 3 plus 1 for open curves or 3 for closed curves.  For each curve drawn after the first, the ending point of 
 /// the previous curve is used as the starting point.  For closed curves, the end point of the last curve is the start point
 /// of the first curve.</para></remarks>
 /// <exception cref="InvalidOperationException"><c>DrawPrimitiveBeziers</c> was called, but <see cref="Begin()"/> has not yet been called.</exception>
 public void DrawPrimitiveBeziers (Pen pen, IList<CCVector2> points, BezierType bezierType, PathType pathType)
 {
     DrawPrimitiveBeziers(pen, points, 0, points.Count, bezierType, pathType);
 }
Beispiel #25
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 /// <summary>
 /// Appends a series of Bezier curves to the end of the path, connected by an additional line segment if the first curve
 /// does not begin at the path's current endpoint.
 /// </summary>
 /// <param name="points">A list of points.</param>
 /// <param name="bezierType">The type of Bezier</param>
 /// <remarks><para>For quadratic Bezier curves, the number of points defined by the parameters should be a multiple of 2 plus 1.
 /// For cubic Bezier curves, the number of points defined by the parameters should be a multiple of 3 plus 1.  For each curve
 /// drawn after the first, the ending point of the previous curve is used as the starting point.</para></remarks>
 public void AddBeziers(IList <CCVector2> points, BezierType bezierType)
 {
     AddBeziers(points, 0, points.Count, bezierType);
 }
Beispiel #26
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 /// <summary>
 /// Appends a series of Bezier curves to the end of the path, connected by an additional line segment if the first curve
 /// does not begin at the path's current endpoint.
 /// </summary>
 /// <param name="points">A list of points.</param>
 /// <param name="bezierType">The type of Bezier</param>
 /// <remarks><para>For quadratic Bezier curves, the number of points defined by the parameters should be a multiple of 2 plus 1.
 /// For cubic Bezier curves, the number of points defined by the parameters should be a multiple of 3 plus 1.  For each curve
 /// drawn after the first, the ending point of the previous curve is used as the starting point.</para></remarks>
 public void AddBeziers (IList<Vector2> points, BezierType bezierType)
 {
     AddBeziers(points, 0, points.Count, bezierType);
 }
Beispiel #27
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 public Bezier(BezierType type, Angle angle, params float[] points) :
     this(type, points as IList<float>, angle)
 { }
Beispiel #28
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 protected void RemoveBezier(BezierType type)
 {
     spawner.ActiveCurves[type].GetComponent <HealthComponent>()?.ForceDeath();
 }
Beispiel #29
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 public virtual BezierState OnBezierDisabled(BezierType type)
 {
     return(null);
 }
Beispiel #30
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 public Bezier(BezierType type, IList<float> points, Angle angle = default(Angle)) :
     this(type, points, null, angle)
 { }
Beispiel #31
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 public Bezier(BezierType type, IList<PointF> pixels, Angle angle = default(Angle)) :
     this(type, null, pixels, angle)
 { }
Beispiel #32
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 public virtual IBezier newBezier(BezierType type, IList <float> points, IList <PointF> pixels, Angle angle = default(Angle)) =>
 new Bezier(type, points, pixels, angle);
Beispiel #33
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        /// <summary>
        /// Appends a series of Bezier curves to the end of the path, connected by an additional line segment if the first curve
        /// does not begin at the path's current endpoint.
        /// </summary>
        /// <param name="points">A list of points.</param>
        /// <param name="offset">The index of the first point to use from the list.</param>
        /// <param name="length">The number of points to use from the list.</param>
        /// <param name="bezierType">The type of Bezier</param>
        /// <remarks><para>For quadratic Bezier curves, the number of points defined by the parameters should be a multiple of 2 plus 1.
        /// For cubic Bezier curves, the number of points defined by the parameters should be a multiple of 3 plus 1.  For each curve
        /// drawn after the first, the ending point of the previous curve is used as the starting point.</para></remarks>
        public void AddBeziers (IList<Vector2> points, int offset, int length, BezierType bezierType)
        {
            if (offset < 0 || points.Count < offset + length)
                throw new ArgumentOutOfRangeException("The offset and length are out of range for the given points argument.");

            switch (bezierType) {
                case BezierType.Quadratic:
                    if (length < 3)
                        throw new ArgumentOutOfRangeException("A quadratic bezier needs at least 3 points");
                    for (int i = offset + 2; i < offset + length; i += 2)
                        AddBezier(points[i - 2], points[i - 1], points[i]);
                    break;

                case BezierType.Cubic:
                    if (length < 4)
                        throw new ArgumentOutOfRangeException("A cubic bezier needs at least 4 points");
                    for (int i = offset + 3; i < offset + length; i += 3)
                        AddBezier(points[i - 3], points[i - 2], points[i - 1], points[i]);
                    break;
            }
        }
Beispiel #34
0
        /// <summary>
        /// Creates a renderer that renders a evaluator(a bezier curve or surface) and its control points.
        /// </summary>
        /// <param name="controlPoints"></param>
        /// <param name="type"></param>
        /// <returns></returns>
        public static BezierRenderer Create(IList<vec3> controlPoints, BezierType type)
        {
            var shaderCodes = new ShaderCode[2];
            shaderCodes[0] = new ShaderCode(ManifestResourceLoader.LoadTextFile(@"Resources\Points.vert"), ShaderType.VertexShader);
            shaderCodes[1] = new ShaderCode(ManifestResourceLoader.LoadTextFile(@"Resources\Points.frag"), ShaderType.FragmentShader);
            var map = new CSharpGL.AttributeMap();
            map.Add("in_Position", Points.strposition);
            var model = new Points(controlPoints);
            var renderer = new BezierRenderer(controlPoints, type, model, shaderCodes, map, Points.strposition);
            renderer.ModelSize = model.Lengths;
            renderer.WorldPosition = model.WorldPosition;
            renderer.stateList.Add(new PointSizeState(10));

            return renderer;
        }
 /// <summary>
 /// Adds a series of primitive Bezier paths to the batch of figures to be rendered.
 /// </summary>
 /// <param name="pen">The pen supplying the color to render the path with.</param>
 /// <param name="points">A list of Bezier points.</param>
 /// <param name="offset">The index of the first start point in the list.</param>
 /// <param name="count">The number of points to use.</param>
 /// <param name="bezierType">The type of Bezier curves to draw.</param>
 /// <remarks><para>For quadratic Bezier curves, the number of points defined by the parameters should be a multiple of 2 plus 1
 /// for open curves or 2 for closed curves.  For cubic Bezier curves, the number of points defined by the parameters should be 
 /// a multiple of 3 plus 1 for open curves or 3 for closed curves.  For each curve drawn after the first, the ending point of 
 /// the previous curve is used as the starting point.  For closed curves, the end point of the last curve is the start point
 /// of the first curve.</para></remarks>
 /// <exception cref="InvalidOperationException"><c>DrawPrimitiveBeziers</c> was called, but <see cref="Begin()"/> has not yet been called.</exception>
 public void DrawPrimitiveBeziers (Pen pen, IList<CCVector2> points, int offset, int count, BezierType bezierType)
 {
     DrawPrimitiveBeziers(pen, points, offset, count, bezierType, PathType.Open);
 }
 /// <summary>
 /// Computes and adds a series of Bezier paths to the batch of figures to be rendered.
 /// </summary>
 /// <param name="pen">The pen to render the path with.</param>
 /// <param name="points">A list of Bezier points.</param>
 /// <param name="bezierType">The type of Bezier curves to draw.</param>
 /// <remarks><para>For quadratic Bezier curves, the number of points defined by the parameters should be a multiple of 2 plus 1
 /// for open curves or 2 for closed curves.  For cubic Bezier curves, the number of points defined by the parameters should be 
 /// a multiple of 3 plus 1 for open curves or 3 for closed curves.  For each curve drawn after the first, the ending point of 
 /// the previous curve is used as the starting point.  For closed curves, the end point of the last curve is the start point
 /// of the first curve.</para></remarks>
 /// <exception cref="InvalidOperationException"><c>DrawBeziers</c> was called, but <see cref="Begin()"/> has not yet been called.</exception>
 public void DrawBeziers (Pen pen, IList<CCVector2> points, BezierType bezierType)
 {
     DrawBeziers(pen, points, 0, points.Count, bezierType, PathType.Open);
 }
        /// <summary>
        /// Adds a series of primitive Bezier paths to the batch of figures to be rendered.
        /// </summary>
        /// <param name="pen">The pen supplying the color to render the path with.</param>
        /// <param name="points">A list of Bezier points.</param>
        /// <param name="offset">The index of the first start point in the list.</param>
        /// <param name="count">The number of points to use.</param>
        /// <param name="bezierType">The type of Bezier curves to draw.</param>
        /// <param name="pathType">Whether the path is open or closed.</param>
        /// <remarks><para>For quadratic Bezier curves, the number of points defined by the parameters should be a multiple of 2 plus 1
        /// for open curves or 2 for closed curves.  For cubic Bezier curves, the number of points defined by the parameters should be 
        /// a multiple of 3 plus 1 for open curves or 3 for closed curves.  For each curve drawn after the first, the ending point of 
        /// the previous curve is used as the starting point.  For closed curves, the end point of the last curve is the start point
        /// of the first curve.</para></remarks>
        /// <exception cref="InvalidOperationException"><c>DrawPrimitiveBeziers</c> was called, but <see cref="Begin()"/> has not yet been called.</exception>
        public void DrawPrimitiveBeziers (Pen pen, IList<CCVector2> points, int offset, int count, BezierType bezierType, PathType pathType)
        {
            if (!_inDraw)
                throw new InvalidOperationException();
            if (pen == null)
                throw new ArgumentNullException("pen");
            if (points.Count < offset + count)
                throw new ArgumentOutOfRangeException("The offset and count are out of range for the given points argument.");

            _pathBuilder.Reset();
            _pathBuilder.CalculateLengths = pen.NeedsPathLength;

            switch (bezierType) {
                case BezierType.Quadratic:
                    for (int i = offset + 2; i < offset + count; i += 2)
                        _pathBuilder.AddBezier(points[i - 2], points[i - 1], points[i]);
                    if (pathType == PathType.Closed)
                        _pathBuilder.AddBezier(points[offset + count - 2], points[offset + count - 1], points[offset]);
                    break;

                case BezierType.Cubic:
                    for (int i = offset + 3; i < offset + count; i += 3)
                        _pathBuilder.AddBezier(points[i - 3], points[i - 2], points[i - 1], points[i]);
                    if (pathType == PathType.Closed)
                        _pathBuilder.AddBezier(points[offset + count - 3], points[offset + count - 2], points[offset + count - 1], points[offset]);
                    break;
            }

            switch (pathType) {
                case PathType.Open:
                    DrawPrimitivePath(pen, _pathBuilder.Buffer, 0, _pathBuilder.Count, PathType.Open);
                    break;

                case PathType.Closed:
                    DrawPrimitivePath(pen, _pathBuilder.Buffer, 0, _pathBuilder.Count - 1, PathType.Closed);
                    break;
            }

            //if (_sortMode == DrawSortMode.Immediate)
            //    FlushBuffer();
        }
Beispiel #38
0
 public BezierTool(BezierType type)
 {
     Type = type; UseRoute = false;
 }