// Constructor public Control(Navigator navigator, Controls controls, float [] angles, float throttle, bool sailon, double duration, int iwarp, string frame) { // Navigator this.navigator = navigator; // Parent controls object this.controls = controls; // Reference frame for control angles this.frame = Frame.Frames[frame]; // Frame window frameWindow = new FrameWindow(this); // Angles this.angles = angles; // Angle strings anglestr = new string [3]; for (int i = 0; i < 3; i++) { anglestr[i] = angles[i].ToString(); } // Throttle throttle_str = throttle.ToString(); this.throttle = throttle; // Sail on sailon_str = sailon.ToString(); this.sailon = sailon; // Time this.duration = duration; this.days = Math.Floor(duration / SecondsPerDay); this.days_str = days.ToString(); this.hours = Math.Floor(duration % SecondsPerDay / SecondsPerHour); this.hours_str = this.hours.ToString(); this.duration = days * SecondsPerDay + hours * SecondsPerHour; duration_str = duration.ToString(); // Warp factor this.iwarp = iwarp; warp = warpLevels[iwarp]; }
/// Constructor public Control(Navigator navigator, Controls controls, float[] angles, float throttle, bool sailon, double duration, int iwarp, string frame) { // Navigator this.navigator = navigator; // Parent controls object this.controls = controls; // Reference frame for control angles this.frame = Frame.Frames[frame]; // Frame window frameWindow = new FrameWindow(this); // Angles this.angles = angles; // Angle strings anglestr = new string[3]; for (int i = 0; i < 3; i++) { anglestr[i] = angles[i].ToString(); } // Throttle throttle_str = throttle.ToString(); this.throttle = throttle; // Sail on sailon_str = sailon.ToString(); this.sailon = sailon; // Time this.duration = duration; this.days = Math.Floor(duration / SecondsPerDay); this.days_str = days.ToString(); this.hours = Math.Floor(duration % SecondsPerDay / SecondsPerHour); this.hours_str = this.hours.ToString(); this.duration = days * SecondsPerDay + hours * SecondsPerHour; duration_str = duration.ToString(); // Warp factor this.iwarp = iwarp; warp = warpLevels[iwarp]; }