Ejemplo n.º 1
0
 /// <summary>
 /// Load the event from an existing one.  Allows an existing Fuse class to be recycled.
 /// </summary>
 /// <param name="p_obj">The existing Fuse object for the source.</param>
 /// <param name="Copy_State">when true, the existing hits and volume of the fuse's state are copied.</param>
 public void Load(Fuse p_obj, bool Copy_State)
 {
     this._Fuse_Trigger_Rule     = p_obj.Fuse_Trigger_Rule;
     this._Hit_Threshold         = p_obj.Hit_Threshold;
     this._Volume_Threshold      = p_obj.Volume_Threshold;
     this._Time_Frame            = p_obj.Time_Frame;
     this._Auto_Reset_On_Trigger = p_obj.Auto_Reset_On_Trigger;
     if (Copy_State)
     {
         this._Hits    = p_obj.Hits;
         this._Volume  = p_obj.Volume;
         this.Triggers = p_obj.Triggers;
     }
 }
Ejemplo n.º 2
0
 /// <summary>
 /// Load the event from an existing one.  Allows an existing Fuse class to be recycled.
 /// </summary>
 /// <param name="p_obj">The existing Fuse object for the source.</param>
 public void Load(Fuse p_obj)
 {
     Load(p_obj, false);
 }
Ejemplo n.º 3
0
 /// <summary>
 /// Instantiate an new Fuse object from an existing one.
 /// </summary>
 /// <param name="p_obj">The existing Fuse object.</param>
 /// <param name="Copy_State">when true, the existing hits and volume of the fuse's state are copied.</param>
 public Fuse(Fuse p_obj, bool Copy_State)
 {
     Load(p_obj, Copy_State);
 }