コード例 #1
0
 // Use this for initialization
 void Start()
 {
     player = GameObject.FindWithTag("player");
     barObject = GameObject.FindWithTag ("barObject");
     playerPhysics = player.GetComponent<PlayerPhysics>();
     bar = barObject.GetComponent<bar>();
 }
コード例 #2
0
        /// <summary>
        /// This is a javascript application.
        /// </summary>
        /// <param name="page">HTML document rendered by the web server which can now be enhanced.</param>
        public Application(IApp page)
        {
            var bar_script = new bar().Content;


            bar_script.onload +=
                delegate
            {
                Console.WriteLine("at new bar().Content.onload");

                dynamic window = Native.Window;

                Action bar = () =>
                {
                    IFunction f = window.bar;
                    f.apply(Native.Window);
                };


                new IHTMLButton
                {
                    innerText = "bar"
                }.AttachToDocument().onclick +=
                    delegate
                {
                    bar();
                };
            };

            bar_script.AttachToDocument();
        }
コード例 #3
0
        static bar initObject(WebGLRenderingContext gl, Action callback)
        {
            var data = new data
            {
                vertices = new float[] { },
                indices  = new ushort[] { },
                uvs      = new float[] { }
            };

            createRectangle(2, data);

            var @object = new bar();

            @object.vertex_buffer = gl.createBuffer();
            gl.bindBuffer(gl.ARRAY_BUFFER, @object.vertex_buffer);
            gl.bufferData(gl.ARRAY_BUFFER, new WebGLFloatArray(data.vertices), gl.STATIC_DRAW);

            @object.index_buffer = gl.createBuffer();
            gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, @object.index_buffer);
            gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, new WebGLUnsignedShortArray(data.indices), gl.STATIC_DRAW);

            @object.texturecoord_buffer = gl.createBuffer();
            gl.bindBuffer(gl.ARRAY_BUFFER, @object.texturecoord_buffer);
            gl.bufferData(gl.ARRAY_BUFFER, new WebGLFloatArray(data.uvs), gl.STATIC_DRAW);

            @object.n_elements = data.indices.Length;

            @object.t["texture1"] = loadTexture(gl, new texture1().src, callback);
            @object.t["texture2"] = loadTexture(gl, new texture2().src, callback);
            @object.t["texture3"] = loadTexture(gl, new texture3().src, callback);
            @object.t["texture4"] = loadTexture(gl, new texture4().src, callback);
            @object.t["texture5"] = loadTexture(gl, new texture5().src, callback);
            @object.t["texture6"] = loadTexture(gl, new texture6().src, callback);
            return(@object);
        }
コード例 #4
0
    static void Main(string[] args)
    {
        var b = new bar();
        var a = b.buzz().fizz(x => x.name).buzz().fizz();

        Console.ReadLine();
    }
コード例 #5
0
        /// <summary>
        /// This is a javascript application.
        /// </summary>
        /// <param name="page">HTML document rendered by the web server which can now be enhanced.</param>
        public Application(IApp page)
        {
            var bar_script = new bar().Content;


            bar_script.onload +=
                delegate
                {
                    Console.WriteLine("at new bar().Content.onload");

                    dynamic window = Native.Window;

                    Action bar = () =>
                    {
                        IFunction f = window.bar;
                        f.apply(Native.Window);
                    };


                    new IHTMLButton
                    {
                        innerText = "bar"
                    }.AttachToDocument().onclick +=
                        delegate
                        {
                            bar();
                        };
                };

            bar_script.AttachToDocument();

        }
コード例 #6
0
 void Start()
 {
     rb = GetComponent <Rigidbody2D>();
     playerAnimation  = GetComponent <Animator>();
     gameLevelManager = FindObjectOfType <LevelManager>();
     bar = FindObjectOfType <bar>();
 }
コード例 #7
0
    static void Main()
    {
        bar Bar = new bar();
        baz Baz = new baz();

        System.Console.WriteLine(
            "We have {0} bars, rejoice!", bar.Cache.Count);
    }
コード例 #8
0
ファイル: portalctrl.cs プロジェクト: atash55/wiz-port
 void Start()
 {
     countdown=0.0f;
     countdownc=Random.Range(0,3);
     rend=gameObject.GetComponent<SpriteRenderer>();
     cube=GameObject.FindGameObjectWithTag("energy");
     bar1=cube.GetComponent<bar>();
 }
コード例 #9
0
        public void ParseAttr()
        {
            bar b = EnumParser.Parse <bar>("moo");

            Assert.AreEqual(bar.bloo, b);
            b = EnumParser.Parse <bar>("bloo");
            Assert.AreEqual(bar.bloo, b);
        }
コード例 #10
0
        public void Null()
        {
            string s = EnumParser.ToString(foo.NONE);

            Assert.IsNull(s);
            foo f = EnumParser.Parse <foo>("");

            Assert.AreEqual(foo.NONE, f);
            bar b = EnumParser.Parse <bar>("");

            Assert.AreEqual(bar.goo, b);
        }
コード例 #11
0
ファイル: SimulateWater.cs プロジェクト: jonwa/Project-Alix
	void InitiateBuffers()
	{
		bar[] values = new bar[WIDTH*HEIGHT];
		for(int i=0; i < WIDTH*HEIGHT; ++i)
		{
			values[i].Position = 5.0f;
			values[i].Velocity = 0.0f;
			values[i].h		   = 1.0f;
		}

//		Debug.Log(Marshal.SizeOf(bar));
		_BarBuffer = new ComputeBuffer(WIDTH*HEIGHT, sizeof(float)*3);
		_BarBuffer.SetData(values);
	}
コード例 #12
0
    public static void Main()
    {
        foo a = new foo();
        bar b = new bar();

        a.x = 1;
        b.x = 1;

        foo a2 = a;
        bar b2 = b;

        a.x = 2;
        b.x = 2;

        Console.WriteLine("a2.x == {0}", a2.x);
        Console.WriteLine("b2.x == {0}", b2.x);
    }
コード例 #13
0
 public void UpdataUIStatus(bar barstr)
 {
     if (InvokeRequired)
     {
         this.Invoke(new AsynUpdateUI(delegate(bar s)
         {
             this.progressBar1.Maximum = s.maxstep;
             this.progressBar1.Value   = s.step;
             this.labWorking.Text      = s.str + "    " + s.step.ToString() + "/" + s.maxstep.ToString();
         }), barstr);
     }
     else
     {
         this.progressBar1.Minimum = 0;
         this.progressBar1.Maximum = barstr.maxstep;
         this.progressBar1.Value   = barstr.step;
         this.labWorking.Text      = barstr.str + "    " + barstr.step.ToString() + "/" + barstr.maxstep.ToString();
     }
 }
コード例 #14
0
        void drawObject(WebGLRenderingContext gl, foo shader, bar @object)
        {
            gl.useProgram(shader.program);

            gl.bindBuffer(gl.ARRAY_BUFFER, @object.vertex_buffer);
            gl.vertexAttribPointer((uint)shader.aVertexPosition, 3, gl.FLOAT, false, 0, 0);

            gl.bindBuffer(gl.ARRAY_BUFFER, @object.texturecoord_buffer);
            gl.vertexAttribPointer((uint)shader.aTextureCoord, 2, gl.FLOAT, false, 0, 0);

            gl.activeTexture(gl.TEXTURE0);
            gl.bindTexture(gl.TEXTURE_2D, @object.t["texture1"]);
            gl.uniform1i(shader.u["uSamplerDiffuse1"], 0);

            gl.activeTexture(gl.TEXTURE1);
            gl.bindTexture(gl.TEXTURE_2D, @object.t["texture2"]);
            gl.uniform1i(shader.u["uSamplerDiffuse2"], 1);

            gl.activeTexture(gl.TEXTURE2);
            gl.bindTexture(gl.TEXTURE_2D, @object.t["texture3"]);
            gl.uniform1i(shader.u["uSamplerDiffuse3"], 2);

            gl.activeTexture(gl.TEXTURE3);
            gl.bindTexture(gl.TEXTURE_2D, @object.t["texture4"]);
            gl.uniform1i(shader.u["uSamplerDiffuse4"], 3);

            gl.activeTexture(gl.TEXTURE4);
            gl.bindTexture(gl.TEXTURE_2D, @object.t["texture5"]);
            gl.uniform1i(shader.u["uSamplerDiffuse5"], 4);

            gl.activeTexture(gl.TEXTURE5);
            gl.bindTexture(gl.TEXTURE_2D, @object.t["texture6"]);
            gl.uniform1i(shader.u["uSamplerDiffuse6"], 5);

            gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, @object.index_buffer);

            gl.uniformMatrix4fv(shader.u["uProjectionMatrix"], false, shader.PROJECTION_MATRIX);
            gl.uniformMatrix4fv(shader.u["uModelViewMatrix"], false, shader.MV_MATRIX);

            gl.drawElements(gl.TRIANGLES, @object.n_elements, gl.UNSIGNED_SHORT, 0);
        }
コード例 #15
0
 // Use this for initialization
 void Start()
 {
     cam = Camera.main;
     rb  = GetComponent <Rigidbody2D>();
     if (energyBar == null)
     {
         energyBar = GameObject.Find("energyBar").GetComponent <bar>();
     }
     if (attractorMassBar == null)
     {
         attractorMassBar = GameObject.Find("energyUsageBar").GetComponent <bar>();
     }
     if (healthBar == null)
     {
         healthBar = GameObject.Find("healthBar").GetComponent <bar>();
     }
     energyBar.changeValue(energy, MaxEnergy);
     attractorMassBar.changeValue(attractorMass, MaxAttractorMass);
     healthBar.changeValue(health, MaxHealth);
     numberText = GameObject.Find("attractorMass").GetComponent <TextMeshProUGUI>();
 }
コード例 #16
0
 // Use this for initialization
 void Start()
 {
     playerPhysics = GetComponent<PlayerPhysics>();
     bar = GetComponent<bar>();
 }
コード例 #17
0
 void renderFrame(WebGLRenderingContext gl, foo shader, bar @object)
 {
     gl.clearColor(0.0f, 0.0f, 0.0f, 1.0f);
     gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);
     drawObject(gl, shader, @object);
 }
コード例 #18
0
 public void DoBar(bar pbar)
 {
     this._pbar = pbar;
 }
コード例 #19
0
 public static string doSomething( bar b)
 {
    return b.a;
 }
コード例 #20
0
 public foo(bar bar)
 {
     this._bar = bar;
 }
コード例 #21
0
 public void DoFoo(foo pfoo, [Inject(typeof(bar))] bar pbar)
 {
 }
コード例 #22
0
 public foo(bar barAsParameter)
 {
 }
コード例 #23
0
ファイル: cs1612-3.cs プロジェクト: nlhepler/mono
	static void Main ()
	{
		bar b = new bar ();
		b [0].x = 5;
	}
コード例 #24
0
ファイル: cs1612-3.cs プロジェクト: pmq20/mono_forked
    static void Main()
    {
        bar b = new bar();

        b [0].x = 5;
    }
コード例 #25
0
 public string doSomething(bar b)
 {
     return(b.a);
 }
コード例 #26
0
ファイル: cs1612-5.cs プロジェクト: nlhepler/mono
	static void Main ()
	{
		bar b = new bar ();
		baz (out b [0].x);
	}
コード例 #27
0
 void renderFrame(WebGLRenderingContext gl, foo shader, bar @object)
 {
     gl.clearColor(0.0f, 0.0f, 0.0f, 1.0f);
     gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);
     drawObject(gl, shader, @object);
 }
コード例 #28
0
 public foo item;     // yes I'm a public field
 public bool Predicate(bar x)
 {
     return(x.prop1 == item.A && x.prop2 == item.B);
 }
コード例 #29
0
ファイル: simple.cs プロジェクト: layomia/dotnet_runtime
    public static int Main()
    {
        bar <T> b = new bar <T>();

        return(b.test(new T(1, 2, 3)));
    }
コード例 #30
0
    static void Main()
    {
        bar b = new bar();

        baz(out b [0].x);
    }
コード例 #31
0
        static bar initObject(WebGLRenderingContext gl, Action callback)
        {

            var data = new data
            {
                vertices = new float[] { },
                indices = new ushort[] { },
                uvs = new float[] { }
            };

            createRectangle(2, data);

            var @object = new bar();

            @object.vertex_buffer = gl.createBuffer();
            gl.bindBuffer(gl.ARRAY_BUFFER, @object.vertex_buffer);
            gl.bufferData(gl.ARRAY_BUFFER, new WebGLFloatArray(data.vertices), gl.STATIC_DRAW);

            @object.index_buffer = gl.createBuffer();
            gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, @object.index_buffer);
            gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, new WebGLUnsignedShortArray(data.indices), gl.STATIC_DRAW);

            @object.texturecoord_buffer = gl.createBuffer();
            gl.bindBuffer(gl.ARRAY_BUFFER, @object.texturecoord_buffer);
            gl.bufferData(gl.ARRAY_BUFFER, new WebGLFloatArray(data.uvs), gl.STATIC_DRAW);

            @object.n_elements = data.indices.Length;

            @object.t["texture1"] = loadTexture(gl, new texture1().src, callback);
            @object.t["texture2"] = loadTexture(gl, new texture2().src, callback);
            @object.t["texture3"] = loadTexture(gl, new texture3().src, callback);
            @object.t["texture4"] = loadTexture(gl, new texture4().src, callback);
            @object.t["texture5"] = loadTexture(gl, new texture5().src, callback);
            @object.t["texture6"] = loadTexture(gl, new texture6().src, callback);
            return @object;
        }
コード例 #32
0
ファイル: text.cs プロジェクト: atash55/wiz-port
 void Start()
 {
     cube=GameObject.FindGameObjectWithTag("energy");
     bar1=cube.GetComponent<bar>();
 }
コード例 #33
0
        void drawObject(WebGLRenderingContext gl, foo shader, bar @object)
        {
            gl.useProgram(shader.program);

            gl.bindBuffer(gl.ARRAY_BUFFER, @object.vertex_buffer);
            gl.vertexAttribPointer((uint)shader.aVertexPosition, 3, gl.FLOAT, false, 0, 0);

            gl.bindBuffer(gl.ARRAY_BUFFER, @object.texturecoord_buffer);
            gl.vertexAttribPointer((uint)shader.aTextureCoord, 2, gl.FLOAT, false, 0, 0);

            gl.activeTexture(gl.TEXTURE0);
            gl.bindTexture(gl.TEXTURE_2D, @object.t["texture1"]);
            gl.uniform1i(shader.u["uSamplerDiffuse1"], 0);

            gl.activeTexture(gl.TEXTURE1);
            gl.bindTexture(gl.TEXTURE_2D, @object.t["texture2"]);
            gl.uniform1i(shader.u["uSamplerDiffuse2"], 1);

            gl.activeTexture(gl.TEXTURE2);
            gl.bindTexture(gl.TEXTURE_2D, @object.t["texture3"]);
            gl.uniform1i(shader.u["uSamplerDiffuse3"], 2);

            gl.activeTexture(gl.TEXTURE3);
            gl.bindTexture(gl.TEXTURE_2D, @object.t["texture4"]);
            gl.uniform1i(shader.u["uSamplerDiffuse4"], 3);

            gl.activeTexture(gl.TEXTURE4);
            gl.bindTexture(gl.TEXTURE_2D, @object.t["texture5"]);
            gl.uniform1i(shader.u["uSamplerDiffuse5"], 4);

            gl.activeTexture(gl.TEXTURE5);
            gl.bindTexture(gl.TEXTURE_2D, @object.t["texture6"]);
            gl.uniform1i(shader.u["uSamplerDiffuse6"], 5);

            gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, @object.index_buffer);

            gl.uniformMatrix4fv(shader.u["uProjectionMatrix"], false, shader.PROJECTION_MATRIX);
            gl.uniformMatrix4fv(shader.u["uModelViewMatrix"], false, shader.MV_MATRIX);

            gl.drawElements(gl.TRIANGLES, @object.n_elements, gl.UNSIGNED_SHORT, 0);
        }
コード例 #34
0
 public foo(bar b)
 {
 }