public T[] GetExecuteSelection <T>(T[] content, EnumSortDirect sortDirect, EnumSpeed speed = EnumSpeed.Fast)
 {
     if (speed == EnumSpeed.Slow || speed == EnumSpeed.Middle)
     {
         return(GetExecuteSelectionMiddle(content, sortDirect));
     }
     return(GetExecuteSelectionFast(content, sortDirect));
 }
 /// <summary>
 /// Execute selection method.
 /// </summary>
 /// <param name="content"></param>
 /// <param name="sortDirect"></param>
 /// <param name="speed"></param>
 public void ExecuteSelection(int?[] content, EnumSortDirect sortDirect, EnumSpeed speed = EnumSpeed.Fast)
 {
     if (speed == EnumSpeed.Slow)
     {
         ExecuteSelectionSlow(content, sortDirect);
     }
     else if (speed == EnumSpeed.Middle)
     {
         ExecuteSelectionMiddle(content, sortDirect);
     }
     else
     {
         ExecuteSelectionFast(content, sortDirect);
     }
 }
Esempio n. 3
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        /// <summary>
        /// Méthode Speed
        /// Détermine la vitesse d'un sprite
        /// 7 etats : hardlySlow,VerySlow, slow, Static, quicky, veryQuicky, Panic
        /// </summary>
        /// <param name="selected_speed"></param>
        /// <returns></returns>
        public float[] Speed(EnumSpeed selected_speed)
        {
            float[] arrayLerp = new float[0];

            switch (selected_speed.ToString())
            {
            case "hardlySlow": arrayLerp = GenLerpArray(101, 0.01f); break;

            case "slow": arrayLerp = GenLerpArray(26, 0.04f); break;

            case "VerySlow": arrayLerp = GenLerpArray(51, 0.02f); break;

            case "quicky": arrayLerp = GenLerpArray(21, 0.05f); break;

            case "veryQuicky": arrayLerp = GenLerpArray(11, 0.1f); break;

            case "Panic": arrayLerp = GenLerpArray(6, 0.2f); break;

            default: arrayLerp = GenLerpArray(1, 1f); break;
            }

            return(arrayLerp);
        }
 /// <summary>
 /// Execute method. Fast - for & foreach. Slow - recursion.
 /// </summary>
 /// <param name="list"></param>
 /// <param name="speed"></param>
 /// <returns></returns>
 public int Execute(IEnumerable <int?> list, EnumSpeed speed = EnumSpeed.Fast)
 {
     return(speed == EnumSpeed.Slow ? ExecuteRecursive(list) : ExecuteForeach(list));
 }
 /// <summary>
 /// Execute method. Fast - for & foreach. Slow - recursion.
 /// </summary>
 /// <param name="arr"></param>
 /// <param name="speed"></param>
 /// <returns></returns>
 public int Execute(int?[] arr, EnumSpeed speed = EnumSpeed.Fast)
 {
     return(speed == EnumSpeed.Slow ? ExecuteRecursive(arr) : ExecuteForeach(arr));
 }
 /// <summary>
 /// Quick execute method.
 /// </summary>
 /// <param name="content"></param>
 /// <param name="sortDirect"></param>
 /// <param name="speed"></param>
 /// <param name="useSwitchPivot"></param>
 /// <returns></returns>
 public IEnumerable <int?> GetExecuteQuick(int?[] content, EnumSortDirect sortDirect, EnumSpeed speed = EnumSpeed.Fast,
                                           bool useSwitchPivot = false)
 {
     if (speed == EnumSpeed.Slow)
     {
         return(GetExecuteQuickRecursiveSlow(content.ToList(), sortDirect));
     }
     return(useSwitchPivot
         ? GetExecuteQuickRecursiveFastWithSwitchPivot(content, sortDirect)
         : GetExecuteQuickRecursiveFast(content, sortDirect));
 }