public void GetDataCollect(DataCollect datacollect) { datacollect.Datas.Clear(); if (TempGradientStopColors != null && TempGradientStopColors.Count > 0) { for (int i = 0; i < TempGradientStopColors.Count; i++) { var data = new DataHelper(); EngineNS.Color4 color4; color4.Alpha = (float)TempGradientStopColors[i].Color.A / 255f; color4.Red = (float)TempGradientStopColors[i].Color.R / 255f; color4.Green = (float)TempGradientStopColors[i].Color.G / 255f; color4.Blue = (float)TempGradientStopColors[i].Color.B / 255f; data.value = color4; data.offset = (float)TempGradientStopColors[i].Offset; datacollect.Datas.Add(data); } } { SelectElement[] elements = GetElements(); for (int i = 0; i < elements.Length; i++) { var data = new DataHelper(); var element = elements[i]; data.value = element.GetColor4(); data.offset = element.Offset; datacollect.Datas.Add(data); } } }
public static void OnObjectChanged(DependencyObject d, DependencyPropertyChangedEventArgs e) { ColorGradient panel = d as ColorGradient; DataCollect collect = e.NewValue as DataCollect; panel.SetDataCollect(collect); }
public static void OnObjectChanged(DependencyObject d, DependencyPropertyChangedEventArgs e) { TimeLinePanel panel = d as TimeLinePanel; DataCollect collect = e.NewValue as DataCollect; panel.SetDataCollect(collect); }
public static DataCollect GetInstance() { if (_dataCollect == null) { _dataCollect = new DataCollect(); } return(_dataCollect); }
public void SetDataCollect(DataCollect datacollect) { UIColorGrid.Children.Clear(); GradientStopColors.Clear(); for (int i = 0; i < datacollect.Datas.Count; i++) { var data = datacollect.Datas[i]; var element = AddData(data.offset, data.value, this.Width); datacollect.BindElement(element, data); } }
public void GetDataCollect(DataCollect datacollect) { datacollect.Datas.Clear(); SelectElement[] elements = GetElements(); for (int i = 0; i < elements.Length; i++) { var data = new DataHelper(); var element = elements[i]; data.value = new EngineNS.Vector4(element.X, element.Y, element.Z, element.W); data.value2 = new EngineNS.Vector4(element.X2, element.Y2, element.Z2, element.W2); data.offset = element.Offset; datacollect.Datas.Add(data); } datacollect.TypeStr = TypeStr; }
void Start() { dataObj = GetComponent <DataCollect>(); lookupTable = GetComponent <QTable>(); lookupTable.qTableInit(); positions = dataObj.getPositions(); directionsTaken = dataObj.getdDirectionTaken(); distToGoal = dataObj.getDistToGoal(); canMoveLeft = dataObj.getCanMoveLeft(); canMoveRight = dataObj.getCanMoveRight(); canMoveBack = dataObj.getCanMoveBack(); canMoveForward = dataObj.getCanMoveForward(); rewardGiven = dataObj.getRewardGiven(); }
void Start() { energyScriptRef = energyBarr.GetComponent <energyScript>(); lookupTable = GetComponent <QTable>(); lookupTable.qTableInit(); tableMessenger = GetComponent <TextWriteTest>(); // keep reference to numIterations alive when scene reload variableForPrefab = Resources.Load("prefabs/MainCube", typeof(GameObject)) as GameObject; numIterationsScriptRef = variableForPrefab.GetComponent <numIterationsScript>(); // run the read function to update Qtable from local text files read(); numIterationsScriptRef.numIterations += 1; // increment numIterations completeText.text = ""; StartCoroutine(runStartText()); // if aiEnabled = false hide the aiCube and render in the playerCube if (aiEnabled == false) { cube.SetActive(false); CubeController scriptRef = GetComponent <CubeController>(); scriptRef.enabled = false; // disable the mlScript so computations dont use resources in background } if (playerEnabled == false) { //playerCube.SetActive(false); GameObject.Destroy(playerCube); //CubeController scriptRefTwo = GetComponent<playerController>(); //scriptRefTwo.enabled = false; } else { aiCam.enabled = false; } dataObj = GetComponent <DataCollect>(); positions = dataObj.getPositions(); directionsTaken = dataObj.getdDirectionTaken(); distToGoal = dataObj.getDistToGoal(); canMoveLeft = dataObj.getCanMoveLeft(); canMoveRight = dataObj.getCanMoveRight(); canMoveBack = dataObj.getCanMoveBack(); canMoveForward = dataObj.getCanMoveForward(); rewardGiven = dataObj.getRewardGiven(); }
//主窗口 public MainWindow() { InitializeComponent(); dc = DataCollect.GetInstance(); this.DataContext = dc; }