public void SetViewMethod() { Fractal fractal = ((App)Application.Current).Fractal; double h = W / fractal.AspectRatio; PlaneView view = new PlaneView(CenterX - W / 2, CenterY + h / 2, W, h); fractal.SetNewView(view); fractal.RenderBitmap(); }
private void RenderPlaceMethod(object sender) { Fractal fractal = ((App)Application.Current).Fractal; Place place = (Place)(sender as ListBoxItem).DataContext; PlaneView view = place.ToView(fractal.AspectRatio); fractal.IterationsCount = place.IterationsCount; fractal.SetNewView(view); fractal.RenderBitmap(); }
public void Setup(PlaneCard card) { var viewTrf = (Transform)Instantiate(ViewPrefab, transform.position, transform.rotation); viewTrf.parent = transform; View = viewTrf.GetComponent <PlaneView>(); View.Controller = this; UseCard(card); }
public IActionResult Put([FromBody] PlaneView item) { if (item == null || !ModelState.IsValid) { return(BadRequest()); } var resp = _Service.Update(item); return(Ok(resp)); }
public PlaneNodeAnimationManager(float currentTime, PlaneView planeView) : base(currentTime) { this.planeView = planeView; foreach (string name in Enum.GetNames(typeof(AnimationType))) { AnimationType type = (AnimationType)Enum.Parse(typeof(AnimationType), name); register(type, 0); } }
private void SavePlaceMethod() { Fractal fractal = ((App)Application.Current).Fractal; PlaneView view = fractal.View; Place place = new Place(view); place.Name = Name; place.CreationTime = DateTime.Now; place.IterationsCount = fractal.IterationsCount; using (AppDbContext db = new AppDbContext()) { db.Places.Add(place); db.SaveChanges(); MessageBox.Show("Место успешно добавлено", "Инфо"); } }
public static void Plot(GameObject parent, List <Point> points, Material material, PlaneView view) { switch (view) { case PlaneView.Top: AddAction(parent, points, material, false); break; case PlaneView.Bottom: AddAction(parent, points, material, true); break; case PlaneView.Both: AddAction(parent, points, material, false); AddAction(parent, points, material, true); break; } }
//////////////////////////////////////////// public void Setup(PlaneCard card) { var viewTrf = Instantiate(ViewPrefab, transform.position, transform.rotation); viewTrf.parent = transform; View = viewTrf.GetComponent <PlaneView>(); View.Controller = this; // here we take a reference to the card; the card object will get // updated automatically for us if the config hotloads, so we don't // have to have special hotloading logic in this class Card = card; // do this after assigning to Card b/c MaxHitPoints depends on Card HitPoints = MaxHitPoints; lastFiredTimes.Clear(); // display the view; this has to be after HitPoints is assigned // or the view will show the wrong thing View.Card = card; }
private IList <GunBullet> PlaneFireGun(float angle, bool isTurningAround, MissileBase.CollisionDirectionLocation fireDirection) { //dzwiek strzalu. Plane plane = ammunitionOwner as Plane; refToLevel.Controller.OnFireGun(plane); IList <GunBullet> bullets = new List <GunBullet>(); if (Environment.TickCount - lastFireTick >= GameConsts.Gun.FireInterval * 1) { PlaneView pv = refToLevel.Controller.FindPlaneView(plane); // na razie hardkod przez DelayedControllerFacade GunBullet bullet = null; PointD position = null; //startowa pozycja pocisku position = new PointD(ammunitionOwner.Center.X, ammunitionOwner.Center.Y); //nowy pocisk Quaternion q = pv.InnerNode._getDerivedOrientation(); if (fireDirection == MissileBase.CollisionDirectionLocation.FORWARD || fireDirection == MissileBase.CollisionDirectionLocation.BOTH) { // forward bullet = new GunBullet(position.X, position.Y, q, refToLevel, ammunitionOwner, false, true); bullet.SetZRotationPerSecond(0.09f); bullets.Add(bullet); refToLevel.Controller.OnRegisterGunBullet(bullet); RegisterWeaponToModelEvent(bullet); } if (fireDirection == MissileBase.CollisionDirectionLocation.BACKWARD || fireDirection == MissileBase.CollisionDirectionLocation.BOTH) { // backward float tailShift = 4.0f; q = q * new Quaternion(new Radian(new Degree(180)), Vector3.UNIT_X); Vector3 displacement = q * new Vector3(0, 0, -tailShift); bullet = new GunBullet(position.X + displacement.x, position.Y + displacement.y, q, refToLevel, ammunitionOwner, true, false); bullet.SetZRotationPerSecond(0.09f); bullets.Add(bullet); RegisterWeaponToModelEvent(bullet); refToLevel.Controller.OnRegisterGunBullet(bullet); } //zwieksza liczbe uzytych rakiet if (!this.ammunitionOwner.IsEnemy && !isTurningAround) { this.refToLevel.Statistics.GunCount++; if (fireDirection == MissileBase.CollisionDirectionLocation.BOTH) { this.refToLevel.Statistics.GunCount++; } } //ustawiam nowy czas lastFireTick = Environment.TickCount; return(bullets); } return(null); }