public override void CopyFrom(DxfHandledObject from, CloneContext cloneContext) { base.CopyFrom(from, cloneContext); DxfVPort dxfVport = (DxfVPort)from; this.string_0 = dxfVport.string_0; this.point2D_0 = dxfVport.point2D_0; this.point2D_1 = dxfVport.point2D_1; this.point2D_2 = dxfVport.point2D_2; this.point2D_3 = dxfVport.point2D_3; this.vector2D_0 = dxfVport.vector2D_0; this.vector2D_1 = dxfVport.vector2D_1; this.vector3D_0 = dxfVport.vector3D_0; this.point3D_0 = dxfVport.point3D_0; this.double_0 = dxfVport.double_0; this.double_1 = dxfVport.double_1; this.double_2 = dxfVport.double_2; this.double_3 = dxfVport.double_3; this.double_4 = dxfVport.double_4; this.double_5 = dxfVport.double_5; this.double_6 = dxfVport.double_6; this.standardFlags_0 = dxfVport.standardFlags_0; this.ViewMode = dxfVport.viewMode_0; this.short_0 = dxfVport.short_0; this.short_1 = dxfVport.short_1; this.bool_0 = dxfVport.bool_0; this.bool_1 = dxfVport.bool_1; this.snapStyle_0 = dxfVport.snapStyle_0; this.short_2 = dxfVport.short_2; this.renderMode_0 = dxfVport.renderMode_0; this.bool_2 = dxfVport.bool_2; this.bool_3 = dxfVport.bool_3; this.Ucs = Class906.smethod_2(cloneContext, dxfVport.Ucs); this.orthographicType_0 = dxfVport.orthographicType_0; }
public StopSettings(bool onBeat, Metronome metronome, SnapStyle snapStyle, float beat, float delay, float fadeLength, FadeType fadeType, float power) { this.onBeat = onBeat; this.metronome = metronome; this.snapStyle = snapStyle; this.beat = beat; this.delay = delay; this.fadeLength = fadeLength; this.fadeType = fadeType; this.power = power; }
/// <summary> /// The following coroutines are used to snap playing & stopping to the beat. /// </summary> public IEnumerator DelayAndSnap(Metronome metro, SnapStyle snap, float beat, float delay) { if (delay > 0f) { yield return StartCoroutine (DelayBeats (metro, delay)); } switch (snap) { case SnapStyle.BeatInMeasure: yield return StartCoroutine (WaitForBeatInMeasure (metro, beat)); break; case SnapStyle.BeatValue: yield return StartCoroutine (WaitForBeatValue (metro, beat)); break; } }
/// <summary> /// The following coroutines are used to snap playing & stopping to the beat. /// </summary> public IEnumerator DelayAndSnap(Metronome metro, SnapStyle snap, float beat, float delay) { if (delay > 0f) { yield return(StartCoroutine(DelayBeats(metro, delay))); } switch (snap) { case SnapStyle.BeatInMeasure: yield return(StartCoroutine(WaitForBeatInMeasure(metro, beat))); break; case SnapStyle.BeatValue: yield return(StartCoroutine(WaitForBeatValue(metro, beat))); break; } }
public StopSettings(Metronome metronome, SnapStyle snapStyle, float beat, float delay, float fadeLength, FadeType fadeType, float power) : this(true, metronome, snapStyle, beat, delay, fadeLength, fadeType, power) { }
public PlaySettings(Metronome metronome, SnapStyle snapStyle, float beat, float delay, bool loop, float fadeLength, FadeType fadeType, float power) : this(true, metronome, snapStyle, beat, delay, loop, fadeLength, fadeType, power) { }
public PlaySettings(Metronome metronome, SnapStyle snapStyle, float beat, bool loop, float fadeLength) : this(true, metronome, snapStyle, beat, 0f, loop, fadeLength, FadeType.Lin, 1f) { }
public SnappingCollectionViewLayout(SnapStyle snapStyle) { _snapStyle = snapStyle; }
public void SetSnap(SnapStyle snap) { _snapStyle = snap; }
private void Awake() { _map = FindObjectOfType <MapEditor>(); _snapStyle = SnapStyle.Edge; }
public PlaySettings(Metronome metronome, SnapStyle snapStyle, float beat, bool loop, float fadeLength, FadeType fadeType, float power) : this(true, metronome, snapStyle, beat, 0f, loop, fadeLength, fadeType, power) { }
public StopSettings(Metronome metronome, SnapStyle snapStyle, float beat, float fadeLength, FadeType fadeType, float power) : this(true, metronome, snapStyle, beat, 0f, fadeLength, fadeType, power) { }