public NodeGene(TypeE type, int innovation, float x, int y) { Type = type; Innovation = innovation; X = x; Y = y; }
public Macro(TypeE t, List <string> mmml, string name = "") { type = t; this.mmml = mmml; this.name = name; remove_macro_symbols(); }
/// <summary> /// Ctor /// </summary> /// <param name="eOriginalPiece"> Piece which has been eaten if any</param> /// <param name="iStartPos"> Starting position</param> /// <param name="iEndPos"> Ending position</param> /// <param name="eType"> Move type</param> public Move(ChessBoard.PieceE eOriginalPiece, int iStartPos, int iEndPos, TypeE eType) { OriginalPiece = eOriginalPiece; StartPos = (byte)iStartPos; EndPos = (byte)iEndPos; Type = eType; }
private void Invoke(TypeE type, TV value) { try { this.OnDictionaryChanged?.Invoke(this, new DictChangedEventArgs <TK, TV> { Type = type, Value = value }); } catch (Exception e) { Console.WriteLine(e); } }
/// <summary> /// /// </summary> /// <param name="protoLabel"></param> /// <param name="hierarchyContainer"></param> /// <param name="newType"></param> /// <param name="newSide"></param> /// <param name="borderPos">Position of border of graph along which the label should be aligned. </param> /// <param name="textHeight"></param> /// <param name="text"></param> public Label(GameObject protoLabel, GameObject hierarchyContainer, Label.TypeE newType, Label.SideE newSide, Vector3 borderPos, float textHeight, string text) { Quaternion rotation = newType == TypeE.row ? Quaternion.Euler(90, 0, 0) : Quaternion.Euler(90, 90, 0); gameObj = Object.Instantiate(protoLabel, borderPos, rotation); textMesh = gameObj.GetComponent <TextMeshPro>(); if (textMesh == null) { Debug.LogError("Failed to get TextMeshPro for new Label"); Object.Destroy(gameObj); return; } //Add the label to the graph container object for easier manipulation and a cleaner scene hierarchy gameObj.transform.SetParent(hierarchyContainer.transform); Text = text; type = newType; side = newSide; //For left-side and top-side labels, the position that gets passed in is the edge of graph, so we have to account for // the width of the text box if (side == SideE.leftOrTop) { Vector3 newPos = gameObj.transform.position; if (type == TypeE.row) { newPos.x -= textMesh.rectTransform.rect.width; } else { newPos.z += textMesh.rectTransform.rect.width; } gameObj.transform.position = newPos; } //Set the alignment based on right/left, top/bottom textMesh.alignment = side == SideE.rightOrBottom ? TextAlignmentOptions.MidlineLeft : TextAlignmentOptions.MidlineRight; //Set the height of the text box (i.e. the 2D box in which the region is drawn, regardless of its world orientation) SetTextHeight(textHeight); }
public MultiConstructorType(TypeE e) { }
public MultiConstructorType(TypeA a, TypeB b, TypeC c, TypeD d, TypeE e) { }
/// <summary> /// Creates new command with specified parameters /// </summary> /// <param name="name">Defnies the name of command</param> /// <param name="content">Defines command keyword in movemaster language</param> /// <param name="description">Describes command [not mandatory]</param> /// <param name="regex">Defines valid syntax of command [not mandatory]</param> /// <param name="type">The type.</param> /// <returns></returns> /// <exception cref="System.ArgumentException">Invalid arguments were passed</exception> public static Command CreateCommand(string name, string content, string description, Regex regex, TypeE type) { if (ValidateData(name, content, description, regex)) { var command = new Command { Name = name, Content = content, Description = description, Regex = regex, Type = type }; return(command); } throw new ArgumentException("Invalid arguments were passed"); }
private void Interrupt(TypeE e) { this.OnStreamChanged?.Invoke(this, e); }
private void InitEmpty() { type = TypeE.undefined; side = SideE.undefined; textMesh = null; }