/// <summary>
 /// Create a new root assembly with parameters. At the moment we only support a single root assembly per STEP file.
 /// </summary>
 /// <param name="stepManager">Manager that keeps track of global values relevant for the entire STEP file.</param>
 /// <param name="name">Name of the assembly that is visible in the CAD hierarchy.</param>
 /// <param name="id">Uniquely identifies this IContent object in the entire assembly.</param>
 public RootAssembly(IStepManager stepManager, string name, int id)
 {
     this.StepManager = stepManager;
     this.Name        = name;
     this.Id          = id;
     this.Children    = new List <IChild>();
 }
예제 #2
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        public Worker(IStepManager <IStepInformation> stepManager, ILogger logger)
        {
            this.stepManager = stepManager;

            this.createdTasks = new TaskCollection();

            this.logger = logger;
        }
예제 #3
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        public LWController(IDatabase dbContext, IStepManager stepContext)
        {
            this.dbContext   = dbContext;
            this.stepContext = stepContext;

            lwSvc = new LWIntegrationSvcClientManager(EnvironmentManager.Get.SOAPServiceURL, "CDIS", true, String.Empty);
            lwSvc.MaxReceivedMessageSize = 2147483647;
            lwSvc.MaxStringContentLength = 2147483647;
        }
예제 #4
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 /// <summary>
 /// Create a new group with parameters.
 /// </summary>
 /// <param name="stepManager">Manager that keeps track of global values relevant for the entire STEP file</param>
 /// <param name="name">Name of the group that is visible in the CAD hierarchy.</param>
 /// <param name="position">Position of the group relative to parent.</param>
 /// <param name="rotation">Group rotation relative to parent (around the provided position).</param>
 /// <param name="id">Uniquely identifies this IContent object in the entire assembly.</param>
 public Group(IStepManager stepManager, string name, Vector3 position, Vector3 rotation, int id)
 {
     this.StepManager = stepManager;
     this.Id          = id;
     this.Name        = name;
     this.Position    = position;
     this.Rotation    = rotation;
     this.Children    = new List <IChild>();
 }
예제 #5
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        public WorkerManager(ILogger logger)
        {
            this.stepManager = new StepManager();
            this.taskManager = new TaskCollectionManager();
            this.workers     = new List <Worker>();

            this.managerTokenSource = new CancellationTokenSource();
            this.workerTokenSouce   = new CancellationTokenSource();

            this.logger = logger;

            ThreadPool.GetAvailableThreads(out int available, out int availableIO);
            this.logger.LogInformation($"Available Threads: {available}, IO: {availableIO}");

            ThreadPool.GetMinThreads(out int minAvailable, out int minIO);

            this.logger.LogInformation($"Min Available Threads: {minAvailable}, IO: {minIO}");

            ThreadPool.GetMaxThreads(out int maxAvailable, out int maxIO);
            this.logger.LogInformation($"Max Available Threads: {maxAvailable}, IO: {maxIO}");
        }
예제 #6
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 public Runner(IStepManager step, IWin32 env, IOptions <Point> options)
 {
     this.step    = step;
     this.env     = env;
     this.options = options;
 }
 public PromotionController(IDatabase dbContext, IStepManager stepContext)
 {
     this.dbContext   = dbContext;
     this.stepContext = stepContext;
 }
예제 #8
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 public ItemController(IItemManager itemManager, IStepManager stepManager)
 {
     _itemManager = itemManager;
     _stepManager = stepManager;
 }
예제 #9
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 public StepController(IStepManager stepManager)
 {
     _stepManager = stepManager;
 }
 public TxnHeaderController(IDatabase dbContext = null, IStepManager stepContext = null)
 {
     this.dbContext   = dbContext;
     this.stepContext = stepContext;
 }
예제 #11
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파일: ECS.cs 프로젝트: sardap/VFVGAVFAF
        public void Initialse(GraphicsDeviceManager graphics)
        {
            _mouseManger         = new MouseManger();
            _keyboardInputManger = new KeyboardInputManger();
            _componentManager    = new ComponentManager();
            _entityManager       = new EntityManager()
            {
                ComponentManager = _componentManager
            };
            _renderManager = new RenderManager()
            {
                ComponentManager = _componentManager
            };
            _inputManger    = new InputManger(_componentManager);
            _grid           = new Grid();
            _colssionManger = new ColssionComManger(_componentManager, _entityManager, _grid);
            _textureManager = new TextureManager
            {
                Content = Content
            };
            _fontManger = new FontManger
            {
                Content = Content
            };
            _soundManager = new SoundManager(Content, Settings);
            _senceManger  = new SenceManger(_entityManager);
            _stepManager  = new StepManager()
            {
                ComponentManager = _componentManager
            };
            _gameEvenetPostMaster = new GameEvenetPostMaster(_componentManager);
            _gameInfo             = new GameInfo(graphics);

            _minigameManger             = Utils.GetFromJsonFile <MinigameManger>(@"Minigames\MinigameList.json");
            _minigameManger.SenceManger = _senceManger;

            _entiyBlueprintManger = JsonConvert.DeserializeObject <BlueprintManger>
                                    (
                Utils.ReadEntireFile(@"Minigames\Blueprints.json"),
                Utils.JsonSettings
                                    );

            _gameObjectFactory = new GameObjectFactory
            {
                ComponentManager     = _componentManager,
                RenderManager        = _renderManager,
                EntityManager        = _entityManager,
                InputManger          = _inputManger,
                ColssionManger       = _colssionManger,
                StepManager          = _stepManager,
                TextureManager       = _textureManager,
                FontManger           = _fontManger,
                SoundManager         = _soundManager,
                MinigameManger       = _minigameManger,
                SpriteBatch          = SpriteBatch,
                SenceManger          = _senceManger,
                BlueprintManger      = _entiyBlueprintManger,
                MouseManger          = _mouseManger,
                KeyboardInputManger  = _keyboardInputManger,
                Content              = Content,
                GameEvenetPostMaster = _gameEvenetPostMaster,
                Grid     = _grid,
                GameInfo = _gameInfo
            };

            _senceManger.GameObjectFactory = _gameObjectFactory;
            _componentManager.PostMaster   = _gameEvenetPostMaster;

            SetupPlayer();
            SetupResoultion();
        }