public override int Begin(ILightingController controller, IPatternInformation pattern, Random random) { _middle = (int)Math.Floor(controller.LightCount / 2d); _left = 0; _right = controller.LightCount - 1; return(controller.LightCount); }
public override AnimationState Step(ILightingController controller, IPatternInformation pattern, Random random) { for (int index = 0; index < controller.LightCount; index++) { controller[index].Color = pattern[index]; } controller.Update(); return(AnimationState.Complete); }
public override int Begin(ILightingController controller, IPatternInformation pattern, Random random) { _brightness = BrightnessStart; controller.Brightness = _brightness; controller.Update(); var range = BrightnessStart - BrightnessEnd; return((int)Math.Ceiling((double)range / BrightnessAdjust)); }
public override AnimationState Step(ILightingController controller, IPatternInformation pattern, Random random) { controller[_index].Color = pattern[_index]; controller.Update(); _index--; if (_index >= 0) { return(AnimationState.InProgress); } return(AnimationState.Complete); }
public override AnimationState Step(ILightingController controller, IPatternInformation pattern, Random random) { int index = random.Next(controller.LightCount); controller[index].Color = pattern[index]; controller.Update(); _remainingIterations--; if (_remainingIterations > 0) { return(AnimationState.InProgress); } return(AnimationState.Complete); }
public override int Begin(ILightingController controller, IPatternInformation pattern, Random random) { _remainingIterations = random.Next(4, 8); for (int index = 0; index < controller.LightCount; index++) { controller[index].Color = pattern[index]; } controller.Update(); _on = true; return(_remainingIterations); }
public override AnimationState Step(ILightingController controller, IPatternInformation pattern, Random random) { for (int index = _offset; index < controller.LightCount; index++) { controller[index].Color = pattern[index - _offset]; } controller.Update(); _offset--; if (_offset >= 0) { return(AnimationState.InProgress); } return(AnimationState.Complete); }
public override AnimationState Step(ILightingController controller, IPatternInformation pattern, Random random) { if (_left >= 0) { controller[_left].Color = pattern[_left]; _left--; } if (_right < controller.LightCount) { controller[_right].Color = pattern[_right]; _right++; } controller.Update(); if (_left < 0 && _right >= controller.LightCount) { return(AnimationState.Complete); } return(AnimationState.InProgress); }
public override AnimationState Step(ILightingController controller, IPatternInformation pattern, Random random) { for (int index = 0; index < controller.LightCount; index++) { int offsetIndex = index - _offset; if (offsetIndex < 0) { offsetIndex = controller.LightCount + offsetIndex; } controller[offsetIndex].Color = pattern[index]; } controller.Update(); _offset++; if (_offset < controller.LightCount) { return(AnimationState.InProgress); } return(AnimationState.Complete); }
public override AnimationState Step(ILightingController controller, IPatternInformation pattern, Random random) { if (_index >= 0) { controller[_index].Color = pattern[_index]; } if (_index + SectionLength < controller.LightCount) { controller[_index + SectionLength].Color = Color.Black; } controller.Update(); _index--; if (_index + SectionLength >= 0) { return(AnimationState.InProgress); } return(AnimationState.Complete); }
public override AnimationState Step(ILightingController controller, IPatternInformation pattern, Random random) { for (int index = 0; index < controller.LightCount; index++) { controller[index].Color = pattern[index]; } _brightness -= BrightnessAdjust; if (_brightness < BrightnessEnd) { _brightness = BrightnessEnd; } controller.Brightness = _brightness; controller.Update(); if (_brightness > BrightnessEnd) { return(AnimationState.InProgress); } return(AnimationState.Complete); }
public override AnimationState Step(ILightingController controller, IPatternInformation pattern, Random random) { if (_on) { controller.Brightness = 0; _on = false; } else { controller.Brightness = (controller.DefaultBrightness); _on = true; _remainingIterations--; } controller.Update(); if (_remainingIterations > 0) { return(AnimationState.InProgress); } controller.Brightness = (controller.DefaultBrightness); return(AnimationState.Complete); }
// TODO : Should be improved to apply colour to all lights, especially if its a solid colour public override int Begin(ILightingController controller, IPatternInformation pattern, Random random) { _remainingIterations = random.Next(200, 400); return(_remainingIterations); }
public abstract AnimationState Step(ILightingController controller, IPatternInformation pattern, Random random);
public override int Begin(ILightingController controller, IPatternInformation pattern, Random random) { _left = (int)Math.Floor((double)(controller.LightCount - 1) / 2); _right = (int)Math.Ceiling((double)controller.LightCount / 2); return(controller.LightCount); }
public override int Begin(ILightingController controller, IPatternInformation pattern, Random random) { _index = controller.LightCount - 1; return(controller.LightCount); }
public abstract int Begin(ILightingController controller, IPatternInformation pattern, Random random);
public override int Begin(ILightingController controller, IPatternInformation pattern, Random random) { return(1); }