/// <summary> /// Should be called right after instantiation. /// </summary> /// <param name="level">The level to interact with.</param> public void OnLevelInit(Level level) { this.level = level; SimplePool.Preload(Resources.Load <GameObject> (GamePaths.CursorPrefab)); inverseCommands = new DropoutStack <IWorldCommand> (Settings.MaxCursorUndoStackSize); SetMode("buildFloor"); }
public InputImageViewModel(MainWindow window, Image image, UpdatableImage updatableImage, Uri defaultBitmap, Button toGrayscaleButton, Button browseImageButton, Button saveImageButton, Button undoButton, Button defaultButton, TextBlock errorMessageTextBlock) : base(errorMessageTextBlock) { bitmapsBuffer = new DropoutStack <ImageSource>(IMAGES_MEMORY); this.window = window; this.image = image; this.updatableImage = updatableImage; this.defaultBitmap = defaultBitmap; this.toGrayscaleButton = toGrayscaleButton; this.browseImageButton = browseImageButton; this.saveImageButton = saveImageButton; this.undoButton = undoButton; this.defaultButton = defaultButton; }
public void Start() { Console.WriteLine("===========DropoutStack Demo=========="); int stackCapacity = 5; int inputCount = 4; DropoutStack <int> stack = new DropoutStack <int>(stackCapacity); for (int i = 0; i < inputCount; i++) { stack.Push(i); } while (stack.Count > 0) { Console.WriteLine(stack.Pop()); } }
public UptimeMonitor(Server server) : base(server, "UptimeMonitor") { _stack = new DropoutStack <string>(10); }
public void Setup() { _testStack = new DropoutStack <int>(20); _testStack.HasItemsChanged += _testStack_HasItemsChanged; _hasItemsChangedFiredCount = 0; }