protected override void Initialize() { // TODO: Add your initialization logic here m_flashComboTimer = new PTimer(this.TimerManager, delegate() { m_bgColor = blue; }); m_flashComboTimer.Interval = 0.1f; base.Initialize(); }
public PTextBoxAni() { SetStyle(ControlStyles.SupportsTransparentBackColor | ControlStyles.OptimizedDoubleBuffer | ControlStyles.AllPaintingInWmPaint | ControlStyles.ResizeRedraw | ControlStyles.UserPaint, true); PDurationAnimation = 500; Font = new Font("Verdana", 12); PBorderLine = 1; PBorderClrInactive = Color.Gray; PBorderClrActive = Color.Red; pictBox.Parent = this; pictBox.BackgroundImageLayout = ImageLayout.Stretch; box.Parent = this; box.BorderStyle = BorderStyle.None; boxShow.Parent = this; boxShow.AutoSize = false; boxShow.BorderStyle = BorderStyle.None; pnlActive.Parent = this; pnlInactive.Parent = this; _timer = new PTimer(_tick, FPSLimiterKnownValues.LimitSixty); _timer.Start(); box.Enter += new EventHandler(box_Enter); box.Leave += new EventHandler(box_Leave); box.TextChanged += new EventHandler(box_TextChange); boxShow.Click += new EventHandler(boxShow_Click); }
public PTimer(PTimer other) : this(PapillonPINVOKE.new_PTimer__SWIG_2(PTimer.getCPtr(other)), true) { if (PapillonPINVOKE.SWIGPendingException.Pending) { throw PapillonPINVOKE.SWIGPendingException.Retrieve(); } }
public Animation(MyGame theGame, int startFrame, int endFrame, float intervalInSeconds) { m_timer = new PTimer(theGame.TimerManager, null); m_startFrame = startFrame; m_endFrame = endFrame; m_timer.Interval = intervalInSeconds; }
public static void MeasurePointBegin(PTimer timer) { if (timer != null) { stopWatches[timer.id].Start(); timer.measureStartPoint = StopwatchElapsedMS(timer); } else { UnityEngine.Debug.LogError("PerformanceTimer error: Timer is null"); } }
public static PTimer CreateTimer() { Stopwatch newStopwatch = new Stopwatch(); PTimer newTimer = new PTimer(); newTimer.id = stopWatches.Count; stopWatches.Add (newStopwatch); return newTimer; }
public static void MeasurePointEnd(PTimer timer) { if (timer != null) { timer.measureEndPoint = StopwatchElapsedMS(timer); stopWatches[timer.id].Stop(); timer.measureTime = timer.measureEndPoint - timer.measureStartPoint; timer.measureCount++; timer.processTimeTotal += timer.measureTime; timer.frameTime = Time.deltaTime * 1000; timer.frameTimeTotal += timer.frameTime; timer.averageTime = timer.processTimeTotal / timer.measureCount; timer.averageFrameTime = timer.frameTimeTotal / timer.measureCount; if (timer.measureTime > timer.longestTime) timer.longestTime = timer.measureTime; if (timer.shortestTime > timer.measureTime) timer.shortestTime = timer.measureTime; } else { UnityEngine.Debug.LogError("PerformanceTimer error: Timer is null"); } }
public static void ResetTimer(PTimer timer) { if (timer != null) stopWatches[timer.id].Reset(); }
void Awake() { timer = PerformanceTimer.CreateTimer(); // Create and assign timer frame = new NPFrame2("main", new Vector2(64,64)); }
internal static global::System.Runtime.InteropServices.HandleRef getCPtr(PTimer obj) { return((obj == null) ? new global::System.Runtime.InteropServices.HandleRef(null, global::System.IntPtr.Zero) : obj.swigCPtr); }
private static double StopwatchElapsedMS(PTimer timer) { long ticks = stopWatches[timer.id].ElapsedTicks; double ns = 1000000000.0 * (double)ticks / Stopwatch.Frequency; double ms = ns / 1000000.0; return ms; }
public Camera2D(Vector2 focusPoint) { m_transform = new Transform(); m_centerMatrix = Matrix.CreateTranslation(focusPoint.X, focusPoint.Y, 0); m_cameraShakeTimer = new PTimer(Program.TheGame.TimerManager, StopShake); }
void Start() { timer = PerformanceTimer.CreateTimer(); }
void Start() { timer = PerformanceTimer.CreateTimer(); //line = GetComponent<LineRenderer>(); frame = new NPFrame2("DoF", 4); cam = GetComponent<Camera>(); depth = new RenderTexture(Screen.width, Screen.height, 0, RenderTextureFormat.RFloat, RenderTextureReadWrite.Linear); depth.Create(); donePow2 = new RenderTexture(frame.GetNativePOTRes, frame.GetNativePOTRes, 0, frame.GetTextureFormat, RenderTextureReadWrite.Linear); donePow2.enableRandomWrite = true; donePow2.Create(); }
public void Start() { // Variable for testing timer = PerformanceTimer.CreateTimer(); // Create and assign timer }
void Start() { // Variable for testing timer = PerformanceTimer.CreateTimer(); // Create and assign timer frame = new NPFrame2("Blur", 5); donePow2 = new RenderTexture(frame.GetNativePOTRes, frame.GetNativePOTRes, 0, frame.GetTextureFormat, RenderTextureReadWrite.Linear); donePow2.enableRandomWrite = true; donePow2.Create(); }
void Start() { timer = PerformanceTimer.CreateTimer(); frame = new NPFrame2("Bloom", 7); //Textures used for the bloom effect, currently more than needed are used - probably. // TODO: This could be reduced I believe by using the source image non PoT and generate the bloom texture from that and make that PoT and continue from there. done = new RenderTexture(Screen.width, Screen.height, 0, frame.GetTextureFormat, RenderTextureReadWrite.Linear); done.enableRandomWrite = true; done.Create(); origin = new RenderTexture(frame.GetNativePOTRes, frame.GetNativePOTRes, 0, frame.GetTextureFormat, RenderTextureReadWrite.Linear); origin.enableRandomWrite = true; origin.Create(); bloomTexture = new RenderTexture(Screen.width, Screen.height, 0, frame.GetTextureFormat, RenderTextureReadWrite.Linear); bloomTexture.enableRandomWrite = true; bloomTexture.Create(); }