/// <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; } }
/// <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); }
/// <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); }