public static string GetPanFunction(TransitionMode transitionMode, TransitionVideo transitionVideo) { switch (transitionMode) { case TransitionMode.ToRight: if (transitionVideo == TransitionVideo.First) { return("PanFromCenterToRight"); } if (transitionVideo == TransitionVideo.Last) { return("PanFromLeftToCenter"); } break; case TransitionMode.ToLeft: if (transitionVideo == TransitionVideo.First) { return("PanFromCenterToLeft"); } if (transitionVideo == TransitionVideo.Last) { return("PanFromRightToCenter"); } break; default: return(String.Empty); } return(String.Empty); }
public void StartTransitionOut() { animating = true; transitionTime = 0; transitionDone = false; mode = TransitionMode.TM_Out; }
private void ChangeScene(Type type, TransitionMode useTransiiton, bool pushToStack, object[] args) { m_type = type; m_args = args; if (pushToStack) { // Push the scene we're changing from into the history. m_sceneStack.Push(m_currentScene); // Track the new scene. m_currentScene = new SceneInfo { SceneType = type, TransitionMode = useTransiiton, Args = args }; } if (m_transitionManager == null || useTransiiton == TransitionMode.Off) { OnTransitionInFinished(); } else { m_transitionManager.StartTransition(); } }
public override float GetPropertyHeight(SerializedProperty property, GUIContent label) { SerializedProperty modeProperty = property.FindPropertyRelative("Mode"); TransitionMode mode = (TransitionMode)Enum.Parse(typeof(TransitionMode), modeProperty.enumNames[modeProperty.enumValueIndex], true); float line = EditorGUIUtility.singleLineHeight; float baseHeight = line * 3; switch (mode) { case TransitionMode.Position: return(baseHeight + line * 3 + EditorGUI.GetPropertyHeight(SerializedPropertyType.Vector2, null) * 2); case TransitionMode.Rotation: case TransitionMode.Scale: return(baseHeight + line * 3 + EditorGUI.GetPropertyHeight(SerializedPropertyType.Vector3, null) * 2); case TransitionMode.Color: return(baseHeight + line * 5); case TransitionMode.Alpha: return(baseHeight + line * 4); case TransitionMode.Animation: return(baseHeight + line * 2); default: return(baseHeight); } }
//IEnumerator DelayedOnSceneLoadedParticles(Scene scene) //{ // //yield return new WaitForEndOfFrame(); // yield return null; // yield return new WaitForEndOfFrame(); //} void OnSceneUnloading(Scene scene, string nextScene) { if (nextScene == "Credits") { transitionMode = TransitionMode.Particle; } else if (scene.name == "MainGame") { return; } else { transitionMode = TransitionMode.Dissolve; } if (transitionEffect == null) { InitTransitionComponent(); } //Workaround capturing UI - Not Working //Canvas canvas = FindObjectOfType<Canvas>(); //if (canvas != null) //{ // RenderMode pre = canvas.renderMode; // if(pre != RenderMode.ScreenSpaceCamera) // { // canvas.renderMode = RenderMode.ScreenSpaceCamera; // canvas.planeDistance = 0.7f; // } //} transitionEffect.Capture(ref LastSceneRenderTexture, mainCam); }
public void Show(TransitionMode mode) { Setup(); if (panel == null) { Debug.LogError("[Transition] UIPanel not found"); return; } this.gameObject.SetActive(true); if (mode == TransitionMode.EaseIn) { bShowing = true; bDone = false; if (bFirstTime) { bFirstTime = false; tween.ResetToBeginning(); } tween.Play(false); } else if (mode == TransitionMode.EaseOut) { panel.alpha = 1; bShowing = false; bDone = false; if (bFirstTime) { bFirstTime = false; tween.ResetToBeginning(); } tween.PlayForward(); } tween.enabled = true; }
public void Lift() { source.PlayOneShot(clips.ChooseRandom()); transitioning = true; mode = TransitionMode.In; orgColor = hex.GetOutlineColor(); hex.SetOutlineColor(orangeColor); }
public void StartTransition(TransitionMode g_trasitionMode) { myTransitionMode = g_trasitionMode; myNextScene = ""; // myGrapeAnimator.SetBool ("isGrape", true); TransitionOut(); }
public void StartTransition(string g_scene) { myTransitionMode = TransitionMode.Normal; myNextScene = g_scene; // myGrapeAnimator.SetBool ("isGrape", true); TransitionOut(); }
private void Awake() { button.onClick.AddListener(() => { mode = mode == TransitionMode.In ? TransitionMode.Out : TransitionMode.In; transitioning = true; triangleImage.localRotation = mode == TransitionMode.In ? Quaternion.Euler(0, 0, 0) : Quaternion.Euler(180, 0, 0); }); }
private void FinishTransition() { this.IsTransitioning = false; this.TransitionTimeElapsed = TimeSpan.FromTicks(0); this.TransitionMode = 0; //if(this.PoppedStateTransitionRender != null && !this.PoppedStateTransitionRender.IsDisposed) // this.PoppedStateTransitionRender.Dispose(); }
public void SetTransitionMode(string a_transitionMode) { try { CurTransitionMode = (TransitionMode)System.Enum.Parse(typeof(TransitionMode), a_transitionMode); } catch (System.ArgumentException) { Debug.LogErrorFormat("Unknown transition mode {0} in song manager.", a_transitionMode); return; } }
/// <summary> /// Initializes the tooltip; this is separate from Start in case SetText is called externally before Start gets a chance to run /// </summary> private void Initialize() { if (canvasToBeAttachedTo == null) { canvasToBeAttachedTo = gameObject.GetComponentInParents <Canvas>(); } if (anchorMode == AnchorMode.AttachedToCursor) { if (cameraThatRendersCanvas == null) { if (cameraThatRendersCanvasName != null && cameraThatRendersCanvasName != "") { cameraThatRendersCanvas = GameObject.Find(cameraThatRendersCanvasName).GetComponent <Camera>(); } else { cameraThatRendersCanvas = Camera.main; } } tooltipInstance = Instantiate(tooltipPrefab, canvasToBeAttachedTo.transform).GetComponent <TooltipPrefab>(); if (transitionMode == TransitionMode.ShiftDown || transitionMode == TransitionMode.ShiftUp) { transitionMode = TransitionMode.Fade; } } else { tooltipInstance = Instantiate(tooltipPrefab, GetComponent <RectTransform>()).GetComponent <TooltipPrefab>(); } tooltipInstanceParent = tooltipInstance.transform.parent; isActive = tooltipInstance.gameObject.activeSelf; SetActive(false, TransitionMode.None); isInitialized = true; // Override sizing/anchors in prefab in case they may conflict with tooltipping system // Padding is a serialized variable, the anchor for text must be vertical+horizontal stretch for it to work properly tooltipInstance.Text.rectTransform.offsetMin = new Vector2(tooltipPadding.w, tooltipPadding.z); tooltipInstance.Text.rectTransform.offsetMax = new Vector2(-tooltipPadding.y, -tooltipPadding.x); tooltipInstance.Text.rectTransform.anchorMin = new Vector2(0, 0); tooltipInstance.Text.rectTransform.anchorMax = new Vector2(1, 1); // Ensure arrow and container are set to center+center so that positioning is correct tooltipInstance.RTransform.anchorMin = new Vector2(0.5f, 0.5f); tooltipInstance.RTransform.anchorMax = new Vector3(0.5f, 0.5f); if (tooltipInstance.ArrowEnabled) { tooltipInstance.Arrow.rectTransform.anchorMin = new Vector2(0.5f, 0.5f); tooltipInstance.Arrow.rectTransform.anchorMax = new Vector2(0.5f, 0.5f); } tooltipInstance.Initialize(this); }
public StaticTransitionScreen(TransitionMode mode, float transitionTime, Action onTransitionFinished, bool automaticallyPopWhenFinished = true) { DrawPreviousScreen = true; staticTransitionTime = transitionTime; transitionDirection = (mode == TransitionMode.ToStatic) ? 1 : -1; staticAlpha = (mode == TransitionMode.ToStatic) ? (byte)0 : byte.MaxValue; this.onTransitionFinished = onTransitionFinished; this.automaticallyPopWhenFinished = automaticallyPopWhenFinished; }
public void Reset() { transitioning = true; if (ellapsedDuration == 0) { ellapsedDuration = raiseDuration; } mode = TransitionMode.Out; hex.SetOutlineColor(orgColor); }
private void TransitionToNotOn() { transitionProgress -= Time.deltaTime * (1f / transitionSpeed); image.fillAmount = transitionProgress; if (transitionProgress <= 0f) { isDone = true; transitionMode = TransitionMode.NotOn; } }
public void ManualBeforeSceneUnloading() { transitionMode = TransitionMode.Particle; if (transitionEffect == null) { InitTransitionComponent(); } transitionEffect.Capture(ref LastSceneRenderTexture, mainCam); }
public static void StartTransition(string SceneName) { if (eTransitionMode == TransitionMode.FadingIn) { return; } eTransitionMode = TransitionMode.FadingIn; TransitionElapsed = 1.0f; SceneToLoad = SceneName; }
protected override void RenderTransition(RenderTarget2D From, RenderTarget2D To, TransitionMode Mode, TimeSpan Elapsed) { float ToLerp = Math.Min(Elapsed.Ticks / TotalTime.Ticks, 1); float FromLerp = 1.0f - ToLerp; SpriteBatch.Begin(SpriteSortMode.Immediate, BlendState.AlphaBlend); if(From != null) SpriteBatch.Draw(From, new Rectangle(0, 0, GraphicsDevice.Viewport.Width, GraphicsDevice.Viewport.Height), new Color(1f, 1f, 1f, 1f - FromLerp)); if(To != null) SpriteBatch.Draw(To, new Rectangle(0, 0, GraphicsDevice.Viewport.Width, GraphicsDevice.Viewport.Height), new Color(1f, 1f, 1f, 1f - ToLerp)); SpriteBatch.End(); }
public UIShowHideController(GameObject go, Component panel, TransitionMode animationMode = TransitionMode.Trigger) { this.panel = panel; this.animator = (go != null) ? go.GetComponent <Animator>() : null; if (animator == null && panel != null) { animator = panel.GetComponent <Animator>(); } this.animCoroutine = null; this.transitionMode = animationMode; }
public override void HandleSwitchWorld(bool inAlternateWorld) { isDone = false; if (inAlternateWorld) { transitionMode = TransitionMode.TransitionToOn; } else { transitionMode = TransitionMode.TransitionToNotOn; } }
public static float GetEasing(TransitionMode easing, float t) { return(easing switch { TransitionMode.Smooth => MathUtils.SmoothStep(t), TransitionMode.Smoother => MathUtils.SmootherStep(t), TransitionMode.EaseIn => MathUtils.EaseIn(t), TransitionMode.EaseOut => MathUtils.EaseOut(t), TransitionMode.Exponential => t * t, TransitionMode.Linear => t, _ => t, });
public void Transition(string sceneName) { if (transitioning) { return; } toLoad = sceneName; mode = TransitionMode.Out; ellapsedTime = 0; transitioning = true; group.interactable = true; group.blocksRaycasts = true; }
public UIShowHideController(GameObject gameObjectToControl, Component panelToControl, TransitionMode animationMode = TransitionMode.Trigger, bool debug = false) { panel = panelToControl; m_animator = (gameObjectToControl != null) ? gameObjectToControl.GetComponent <Animator>() : null; if (m_animator == null && panelToControl != null) { m_animator = panelToControl.GetComponent <Animator>(); } state = State.Undefined; m_transitionMode = animationMode; m_animCoroutine = null; this.debug = debug; }
private void BeginTransition(TransitionMode Mode) { if (IsTransitioning) { FinishTransition(); } this.IsTransitioning = true; this.TransitionTimeElapsed = TimeSpan.FromTicks(0); this.TransitionMode = Mode; // Should probably copy to a texture, but we'll just use RenderTarget and prevent dispose instead. //this.PoppedStateTransitionRender = PoppedStateRender; //RecreateRenderTarget(ref PoppedStateRender, false); }
public UIShowHideController(GameObject gameObjectToControl, Component panelToControl, TransitionMode animationMode = TransitionMode.Trigger, bool debug = false) { panel = panelToControl; m_animator = (gameObjectToControl != null) ? gameObjectToControl.GetComponent <Animator>() : null; if (m_animator == null && panelToControl != null) { m_animator = panelToControl.GetComponent <Animator>(); } state = (m_animator != null && m_animator.gameObject.activeInHierarchy) ? State.Shown: State.Hidden; m_transitionMode = animationMode; m_animCoroutine = null; this.debug = debug; }
private void TransitionToNotOn() { // Set transition progress transitionProgress -= Time.deltaTime * (1f / transitionSpeed); vignette.intensity.value = transitionProgress; vignette.smoothness.value = transitionProgress; // Doneness checks if (transitionProgress <= 0f) { isDone = true; transitionMode = TransitionMode.NotOn; } }
//bool val = false; //public TransitionMode mode = TransitionMode.ScaleIn; public void Animate(TransitionMode mode) { switch (mode) { case TransitionMode.SlideLeft: { StartCoroutine("SlideLeft"); break; } case TransitionMode.SlideRight: { StartCoroutine("SlideRight"); break; } case TransitionMode.SlideUp: { StartCoroutine("SlideUp"); break; } case TransitionMode.SlideDown: { StartCoroutine("SlideDown"); break; } case TransitionMode.FadeIn: { StartCoroutine("FadeIn"); break; } case TransitionMode.FadeOut: { StartCoroutine("FadeOut"); break; } case TransitionMode.ScaleIn: { StartCoroutine("ScaleIn"); break; } case TransitionMode.ScaleOut: { StartCoroutine("ScaleOut"); break; } case TransitionMode.Null: { break; } } }
public UISprite(XElement element) { Sprite = new Sprite(element); MaintainAspectRatio = element.GetAttributeBool("maintainaspectratio", false); MaintainBorderAspectRatio = element.GetAttributeBool("maintainborderaspectratio", false); Tile = element.GetAttributeBool("tile", true); CrossFadeIn = element.GetAttributeBool("crossfadein", CrossFadeIn); CrossFadeOut = element.GetAttributeBool("crossfadeout", CrossFadeOut); string transitionMode = element.GetAttributeString("transition", string.Empty); if (Enum.TryParse(transitionMode, ignoreCase: true, out TransitionMode transition)) { TransitionMode = transition; } Vector4 sliceVec = element.GetAttributeVector4("slice", Vector4.Zero); if (sliceVec != Vector4.Zero) { minBorderScale = element.GetAttributeFloat("minborderscale", 0.1f); maxBorderScale = element.GetAttributeFloat("minborderscale", 10.0f); Rectangle slice = new Rectangle((int)sliceVec.X, (int)sliceVec.Y, (int)(sliceVec.Z - sliceVec.X), (int)(sliceVec.W - sliceVec.Y)); Slice = true; Slices = new Rectangle[9]; //top-left Slices[0] = new Rectangle(Sprite.SourceRect.Location, slice.Location - Sprite.SourceRect.Location); //top-mid Slices[1] = new Rectangle(slice.Location.X, Slices[0].Y, slice.Width, Slices[0].Height); //top-right Slices[2] = new Rectangle(slice.Right, Slices[0].Y, Sprite.SourceRect.Right - slice.Right, Slices[0].Height); //mid-left Slices[3] = new Rectangle(Slices[0].X, slice.Y, Slices[0].Width, slice.Height); //center Slices[4] = slice; //mid-right Slices[5] = new Rectangle(Slices[2].X, slice.Y, Slices[2].Width, slice.Height); //bottom-left Slices[6] = new Rectangle(Slices[0].X, slice.Bottom, Slices[0].Width, Sprite.SourceRect.Bottom - slice.Bottom); //bottom-mid Slices[7] = new Rectangle(Slices[1].X, slice.Bottom, Slices[1].Width, Sprite.SourceRect.Bottom - slice.Bottom); //bottom-right Slices[8] = new Rectangle(Slices[2].X, slice.Bottom, Slices[2].Width, Sprite.SourceRect.Bottom - slice.Bottom); } }
public PushBlur(List <TrackEvent> SelectedMedias, Vegas vegas, TransitionMode TransitionMode) { selectedMedias = SelectedMedias; myVegas = vegas; transitionMode = TransitionMode; group1 = selectedMedias[0].Group; group2 = selectedMedias[1].Group; if (Config.DebugMode) { MessageBox.Show($"group1 events = {group1.Count}"); MessageBox.Show($"group2 events = {group2.Count}"); } }
public TransitionMessage(Type windowType, ViewModel transitionViewModel, TransitionMode mode, string messageKey) : base(messageKey) { Mode = mode; TransitionViewModel = transitionViewModel; if (windowType != null) { if (!windowType.IsSubclassOf(typeof(Window))) { throw new ArgumentException("windowType need Window based.", nameof(windowType)); } } WindowType = windowType; }
/// <summary> /// 新しいWindowの型と新しいWindowに設定するViewModel、画面遷移モードとメッセージキーを指定して新しい相互作用メッセージのインスタンスを生成します。 /// </summary> /// <param name="windowType">新しいWindowの型</param> /// <param name="transitionViewModel">新しいWindowのDataContextに設定するViewModel</param> /// <param name="mode">画面遷移の方法を決定するTransitionMode列挙体。初期値はUnKnownです。</param> /// <param name="messageKey">メッセージキー</param> public TransitionMessage(Type windowType, ViewModel transitionViewModel, TransitionMode mode, string messageKey) : base(messageKey) { Mode = mode; TransitionViewModel = transitionViewModel; if (windowType != null) { if (!windowType.IsSubclassOf(typeof(Window))) { throw new ArgumentException("Windowの派生クラスを指定してください。", "windowType"); } } WindowType = windowType; }
public void GotoNewState(BehaviourState newState, TransitionMode transitionMode) { BehaviourState oldState = currentState; oldState.ExitState(owner); #if VERBOSE_AI_STATES Debug.Log("AI state change: [" + oldState.GetType().Name + "] --> [" + newState.GetType().Name + "] :: <" + transitionMode + ">"); #endif switch(transitionMode) { case TransitionMode.PopPrevious: // Go back to the previous state on the stack BehaviourState nextState = stateStack.Pop(); if(nextState != null) { currentState = nextState; } else { // in case there was no state on the stack, go back to base state currentState = baseState; } break; case TransitionMode.PushCurrent: // Pushes the current state onto the stack and goes to the returned next state stateStack.Push(currentState); currentState = newState; if(currentState == null) { // If a null state was added, go back tot eh previous one currentState = stateStack.Pop(); } break; case TransitionMode.AbandonCurrent: // Go to the new state, without pushing the current one on the stack if(newState != null) { currentState = newState; } break; } currentState.EnterState(owner); }
/// <summary> /// Loads a slide show file from the specified file path. /// </summary> /// <param name="sFilePath">Specifies the full path of the slide show file.</param> private void LoadSlideShowFile(string sFilePath) { if ((!string.IsNullOrEmpty(sFilePath)) && (File.Exists(sFilePath))) { try { SlideShowDocument oDoc = new SlideShowDocument(); oDoc.Load(sFilePath); m_WaitInterval = oDoc.WaitInterval; m_nTransitionMode = oDoc.TransitionMode; m_fFadeSpeed = oDoc.FadeSpeed; m_sFilePaths = new List<string>(oDoc.GetEntries()); } catch (FileFormatException e) { MessageBox.Show("Unable to load the specified slide show file.\n\nReason: " + e.Message, "Load File Error", MessageBoxButtons.OK, MessageBoxIcon.Error); } catch (UnauthorizedAccessException e) { MessageBox.Show("Unable to load the specified slide show file.\n\nReason: " + e.Message, "Load File Error", MessageBoxButtons.OK, MessageBoxIcon.Error); } catch (System.Security.SecurityException e) { MessageBox.Show("Unable to load the specified slide show file.\n\nReason: " + e.Message, "Load File Error", MessageBoxButtons.OK, MessageBoxIcon.Error); } catch (IOException e) { MessageBox.Show("Unable to load the specified slide show file.\n\nReason: " + e.Message, "Load File Error", MessageBoxButtons.OK, MessageBoxIcon.Error); } } }
/// <summary> /// /// </summary> /// <param name="sender"></param> /// <param name="e"></param> private void tsmi_NormalTransition_Click(object sender, EventArgs e) { m_nTransitionMode = TransitionMode.Normal; m_bFadeIn = false; }
/// <summary> /// /// </summary> /// <param name="sender"></param> /// <param name="e"></param> private void tsmi_FadeTransition_Click(object sender, EventArgs e) { m_nTransitionMode = TransitionMode.Fade; m_nSpinWait = 0; }
public virtual bool load(List<property_t> properties) { string opr2TypeName = null; string comparatorName = null; foreach(property_t p in properties) { if (p.name == "Mode") { switch (p.value) { case "Condition": this.m_mode = TransitionMode.Condition; break; case "Success": this.m_mode = TransitionMode.Success; break; case "Failure": this.m_mode = TransitionMode.Failure; break; case "End": this.m_mode = TransitionMode.End; break; } } else if (p.name == "Opl") { if (StringUtils.IsValidString(p.value)) { int pParenthesis = p.value.IndexOf('('); if (pParenthesis == -1) { string typeName = null; this.m_opl = Condition.LoadRight(p.value, ref typeName); } else { //method this.m_opl_m = Action.LoadMethod(p.value); } } } else if (p.name == "Opr1") { if (StringUtils.IsValidString(p.value)) { int pParenthesis = p.value.IndexOf('('); if (pParenthesis == -1) { string typeName = null; this.m_opr1 = Condition.LoadRight(p.value, ref typeName); } else { //method this.m_opr1_m = Action.LoadMethod(p.value); } } } else if (p.name == "Operator") { comparatorName = p.value; switch (p.value) { case "Invalid": this.m_operator = EOperatorType.E_INVALID; break; case "Assign": this.m_operator = EOperatorType.E_ASSIGN; break; case "Add": this.m_operator = EOperatorType.E_ADD; break; case "Sub": this.m_operator = EOperatorType.E_SUB; break; case "Mul": this.m_operator = EOperatorType.E_MUL; break; case "Div": this.m_operator = EOperatorType.E_DIV; break; case "Equal": this.m_operator = EOperatorType.E_EQUAL; break; case "NotEqual": this.m_operator = EOperatorType.E_NOTEQUAL; break; case "Greater": this.m_operator = EOperatorType.E_GREATER; break; case "Less": this.m_operator = EOperatorType.E_LESS; break; case "GreaterEqual": this.m_operator = EOperatorType.E_GREATEREQUAL; break; case "LessEqual": this.m_operator = EOperatorType.E_LESSEQUAL; break; } } else if (p.name == "Opr2") { if (StringUtils.IsValidString(p.value)) { int pParenthesis = p.value.IndexOf('('); if (pParenthesis == -1) { this.m_opr2 = Condition.LoadRight(p.value, ref opr2TypeName); } else { //method this.m_opr2_m = Action.LoadMethod(p.value); } } } else { //Debug.Check(0, "unrecognised property %s", p.name); } } // compare if (this.m_operator >= EOperatorType.E_EQUAL && this.m_operator <= EOperatorType.E_LESSEQUAL) { if (!string.IsNullOrEmpty(comparatorName) && (this.m_opl != null || this.m_opl_m != null) && (this.m_opr2 != null || this.m_opr2_m != null)) { this.m_comparator = Condition.Create(comparatorName, this.m_opl, this.m_opl_m, this.m_opr2, this.m_opr2_m); } } return this.m_opl != null; }
protected void Transition(ViewModel viewModel, Type windowType, TransitionMode mode, bool isOwned) { var message = new TransitionMessage(windowType, viewModel, mode, isOwned ? "Window.Transition.Child" : "Window.Transition"); this.Messenger.Raise(message); }
public virtual bool load(List<property_t> properties) { for (int i = 0; i < properties.Count; ++i) { property_t p = properties[i]; if (p.name == "Mode") { switch (p.value) { case "Condition": this.m_mode = TransitionMode.Condition; break; case "Success": this.m_mode = TransitionMode.Success; break; case "Failure": this.m_mode = TransitionMode.Failure; break; case "End": this.m_mode = TransitionMode.End; break; } } else if (p.name == "Opl") { if (StringUtils.IsValidString(p.value)) { int pParenthesis = p.value.IndexOf('('); if (pParenthesis == -1) { this.m_opl = AgentMeta.ParseProperty(p.value); } else { this.m_opl = AgentMeta.ParseMethod(p.value); } } } else if (p.name == "Opr1") { if (StringUtils.IsValidString(p.value)) { int pParenthesis = p.value.IndexOf('('); if (pParenthesis == -1) { this.m_opr1 = AgentMeta.ParseProperty(p.value); } else { this.m_opr1 = AgentMeta.ParseMethod(p.value); } } } else if (p.name == "Operator") { this.m_operator = OperationUtils.ParseOperatorType(p.value); } else if (p.name == "Opr2") { if (StringUtils.IsValidString(p.value)) { int pParenthesis = p.value.IndexOf('('); if (pParenthesis == -1) { this.m_opr2 = AgentMeta.ParseProperty(p.value); } else { this.m_opr2 = AgentMeta.ParseMethod(p.value); } } } } return this.m_opl != null; }
public TransitionExMessage(Window transitionTarget, TransitionMode mode, string messageKey) : base(messageKey) { this.Target = transitionTarget; this.Mode = mode; }
/// <summary> /// Adds a cutover for added rules. /// </summary> /// <remarks> /// A cutover is a point where the standard offset from GMT/UTC changed. This occurs mostly /// pre-1900. The standard offset at the cutover defaults to 0. Call <see /// cref="DateTimeZoneBuilder.SetStandardOffset"/> afterwards to change it. /// </remarks> /// <param name="year">The year of cutover.</param> /// <param name="mode">The transition mode.</param> /// <param name="monthOfYear">The month of year.</param> /// <param name="dayOfMonth">The day of the month. If negative, set to ((last day of month) /// - ~dayOfMonth). For example, if -1, set to last day of month</param> /// <param name="dayOfWeek">The day of week. If 0, ignore.</param> /// <param name="advanceDayOfWeek">if dayOfMonth does not fall on dayOfWeek, then if advanceDayOfWeek set to <c>true</c> /// advance to dayOfWeek when true, otherwise retreat to dayOfWeek when true.</param> /// <param name="tickOfDay">The <see cref="Duration"/> into the day. Additional precision for specifying time of day of transitions</param> /// <returns>This <see cref="DateTimeZoneBuilder"/> for chaining.</returns> public DateTimeZoneBuilder AddCutover(int year, TransitionMode mode, int monthOfYear, int dayOfMonth, int dayOfWeek, bool advanceDayOfWeek, Offset tickOfDay) { FieldUtils.VerifyFieldValue(CalendarSystem.Iso.Fields.MonthOfYear, "monthOfYear", monthOfYear); FieldUtils.VerifyFieldValue(CalendarSystem.Iso.Fields.DayOfMonth, "dayOfMonth", dayOfMonth, true); if (dayOfWeek != 0) { FieldUtils.VerifyFieldValue(CalendarSystem.Iso.Fields.DayOfWeek, "dayOfWeek", dayOfWeek); } FieldUtils.VerifyFieldValue(CalendarSystem.Iso.Fields.TickOfDay, "tickOfDay", tickOfDay.TotalTicks); return AddCutover(year, new ZoneYearOffset(mode, monthOfYear, dayOfMonth, dayOfWeek, advanceDayOfWeek, tickOfDay)); }
/// <summary> /// Adds a recurring daylight saving time rule. /// </summary> /// <param name="nameKey">The name key of new rule.</param> /// <param name="savings">The <see cref="Duration"/> to add to standard offset.</param> /// <param name="fromYear">First year that rule is in effect. <see cref="Int32.MinValue"/> indicates beginning of time.</param> /// <param name="toYear">Last year (inclusive) that rule is in effect. <see cref="Int32.MaxValue"/> indicates end of time.</param> /// <param name="mode">The transition mode.</param> /// <param name="monthOfYear">The month of year.</param> /// <param name="dayOfMonth">The day of the month. If negative, set to ((last day of month) /// - ~dayOfMonth). For example, if -1, set to last day of month</param> /// <param name="dayOfWeek">The day of week. If 0, ignore.</param> /// <param name="advanceDayOfWeek">if dayOfMonth does not fall on dayOfWeek, then if advanceDayOfWeek set to <c>true</c> /// advance to dayOfWeek when true, otherwise retreat to dayOfWeek when true.</param> /// <param name="tickOfDay">The <see cref="Duration"/> into the day. Additional precision for specifying time of day of transitions</param> /// <returns>This <see cref="DateTimeZoneBuilder"/> for chaining.</returns> public DateTimeZoneBuilder AddRecurringSavings(String nameKey, Offset savings, int fromYear, int toYear, TransitionMode mode, int monthOfYear, int dayOfMonth, int dayOfWeek, bool advanceDayOfWeek, Offset tickOfDay) { FieldUtils.VerifyFieldValue(CalendarSystem.Iso.Fields.MonthOfYear, "monthOfYear", monthOfYear); FieldUtils.VerifyFieldValue(CalendarSystem.Iso.Fields.DayOfMonth, "dayOfMonth", dayOfMonth, true); if (dayOfWeek != 0) { FieldUtils.VerifyFieldValue(CalendarSystem.Iso.Fields.DayOfWeek, "dayOfWeek", dayOfWeek); } FieldUtils.VerifyFieldValue(CalendarSystem.Iso.Fields.TickOfDay, "tickOfDay", tickOfDay.TotalTicks); var yearOffset = new ZoneYearOffset(mode, monthOfYear, dayOfMonth, dayOfWeek, advanceDayOfWeek, tickOfDay); return AddRecurringSavings(new ZoneRecurrence(nameKey, savings, yearOffset, fromYear, toYear)); }
/// <summary> /// Called before the GameStates being transitioned from are rendered. /// </summary> /// <param name="From">The current rendering of the GameState that was previously at the top of the stack. Can be null.</param> /// <param name="To">The current rendering of the GameState that is now going to be at the top of the stack. Can be null.</param> /// <param name="Mode">Indicates if To was pushed on to the stack, or if From was popped.</param> /// <param name="Elapsed">The amount of time that has elapsed since the start of the transition (not neccessarily real time).</param> protected abstract void RenderTransition(RenderTarget2D From, RenderTarget2D To, TransitionMode Mode, TimeSpan Elapsed);
private void BeginTransition(TransitionMode Mode) { if(IsTransitioning) FinishTransition(); this.IsTransitioning = true; this.TransitionTimeElapsed = TimeSpan.FromTicks(0); this.TransitionMode = Mode; // Should probably copy to a texture, but we'll just use RenderTarget and prevent dispose instead. //this.PoppedStateTransitionRender = PoppedStateRender; //RecreateRenderTarget(ref PoppedStateRender, false); }
/// <summary> /// /// </summary> /// <param name="e"></param> protected override void OnFormClosed(FormClosedEventArgs e) { m_nImageViewTime = (int)nud_Seconds.Value; m_nFadeSpeed = (FadeSpeed)cbx_FadeSpeed.SelectedIndex; m_nTransitionMode = (TransitionMode)cbx_TransitionMode.SelectedIndex; m_sSaveLocation = txtb_SaveLocation.Text; base.OnFormClosed(e); }
public StateResponse(TransitionMode transitionMode, BehaviourState newState = null) { this.transitionMode = transitionMode; this.newState = newState; }