/// <summary> /// 弹幕可见 /// </summary> /// <param name="IsVisible">是否可见</param> /// <param name="mode">模式</param> public void SetDanmuVisibility(bool IsVisible, DanmuMode mode) { if (IsVisible) { switch (mode) { case DanmuMode.Roll: grid_Danmu.Visibility = Visibility.Visible; break; case DanmuMode.Top: D_Top.Visibility = Visibility.Visible; break; case DanmuMode.Buttom: D_Bottom.Visibility = Visibility.Visible; break; default: break; } } else { switch (mode) { case DanmuMode.Roll: grid_Danmu.Visibility = Visibility.Collapsed; break; case DanmuMode.Top: D_Top.Visibility = Visibility.Collapsed; break; case DanmuMode.Buttom: D_Bottom.Visibility = Visibility.Collapsed; break; default: break; } } }
/// <summary> /// 弹幕可见 /// </summary> /// <param name="IsVisible">是否可见</param> /// <param name="mode">模式</param> public void SetDanmuVisibility(bool IsVisible, DanmuMode mode) { if (IsVisible) { switch (mode) { case DanmuMode.Roll: grid_Danmu.Visibility = Visibility.Visible; break; case DanmuMode.Top: D_Top.Visibility = Visibility.Visible; break; case DanmuMode.Buttom: D_Bottom.Visibility = Visibility.Visible; break; default: break; } } else { switch (mode) { case DanmuMode.Roll: grid_Danmu.Visibility = Visibility.Collapsed; break; case DanmuMode.Top: D_Top.Visibility = Visibility.Collapsed; break; case DanmuMode.Buttom: D_Bottom.Visibility = Visibility.Collapsed; break; default: break; } } }