/// <summary> /// Constructor. /// </summary> public Evolver(RunParams parms, VDelegate V, string outputDir) { m_gridSizeX = parms.GridSize.Width; m_gridSizeY = parms.GridSize.Height; m_latticeSpacing = parms.LatticeSpacing; m_totalTime = parms.TotalTime; m_deltaT = parms.TimeStep; m_totalNumTimeSteps = (int)Math.Round(parms.TotalTime / parms.TimeStep) + 1; m_currentTimeStepIndex = 0; m_mass1 = parms.Mass1; m_mass2 = parms.Mass2; m_potential = V; m_initialMomentum1 = new Vec2(parms.InitialWavePacketMomentum1); m_initialPosition1 = new Vec2(parms.InitialWavePacketCenter1); m_initialSize1 = new Vec2(parms.InitialWavePacketSize); m_initialPosition2 = new Vec2(parms.AtomCenter); m_sho_sigma = parms.AtomSize; m_sho_N = parms.Atom_N; m_sho_Lz = parms.Atom_Lz; m_numFramesToSave = parms.NumFramesToSave; m_lastSavedFrame = -1; m_outputDir = outputDir; m_multiThread = parms.MultiThread; m_visscherWf = null; }
public void FadeOut(FadeType type, VDelegate callback = null, float duration = 1.5f, GameObject screen_prefab = null) { this.m_FadeDuration = duration; Debug.Log(string.Concat(new string[] { "FadeSystem FadOut m_FadeIn = ", this.m_FadeIn.ToString(), " m_FadeOut = ", this.m_FadeOut.ToString(), " m_FadingIn ", this.m_FadingIn.ToString(), " m_FadingOut ", this.m_FadingOut.ToString() })); this.m_FadeType = type; this.m_FadeOut = true; this.m_FadeIn = false; this.m_FadingIn = false; this.m_Callback = callback; if (screen_prefab) { if (this.m_Screen) { UnityEngine.Object.Destroy(this.m_Screen); this.m_Screen = null; } GameObject gameObject = UnityEngine.Object.Instantiate <GameObject>(screen_prefab, Vector3.zero, Quaternion.identity); gameObject.name = "FadeScreen"; gameObject.transform.parent = base.transform; ((RectTransform)gameObject.transform).anchoredPosition = Vector3.zero; this.m_Screen = gameObject; this.m_ScreenAlphaController = gameObject.GetComponent <CanvasGroup>(); } this.m_FadeOutTime = 0f; }
public void FadeIn(FadeType type, VDelegate callback = null, float duration = 1.5f) { this.m_FadeDuration = duration; Debug.Log(string.Concat(new string[] { "FadeSystem FadIn m_FadeIn = ", this.m_FadeIn.ToString(), " m_FadeOut = ", this.m_FadeOut.ToString(), " m_FadingIn ", this.m_FadingIn.ToString(), " m_FadingOut ", this.m_FadingOut.ToString() })); this.m_FadeType = type; this.m_FadeIn = true; this.m_FadeOut = false; this.m_FadingOut = false; this.m_Callback = callback; if (this.m_Screen) { this.m_ScreenFadingOut = false; this.m_ScreenFadingIn = true; this.m_StartScreenFadeAlpha = this.m_ScreenAlphaController.alpha; this.m_StartScreenFadeTime = Time.time; } this.m_FadeInTime = 0f; }
/// <summary> /// Constructor. /// </summary> public Evolver(RunParams parms, VDelegate V, string outputDir) { m_gridSizeX = parms.GridSize.Width; m_gridSizeY = parms.GridSize.Height; m_latticeSpacing = parms.LatticeSpacing; m_totalTime = parms.TotalTime; m_deltaT = parms.TimeStep; m_totalNumTimeSteps = (int)Math.Round(parms.TotalTime / parms.TimeStep) + 1; m_currentTimeStepIndex = 0; m_mass1 = parms.Mass1; m_mass2 = parms.Mass2; m_totalMass = (parms.Mass1 + parms.Mass2); m_reducedMass = (parms.Mass1 * parms.Mass2) / m_totalMass; m_potential = V; m_initialMomentum1 = new Vec2(parms.InitialWavePacketMomentum1); m_initialMomentum2 = new Vec2(parms.InitialWavePacketMomentum2); m_initialPosition1 = new Vec2(parms.InitialWavePacketCenter1); m_initialPosition2 = new Vec2(parms.InitialWavePacketCenter2); m_sigmaRel = parms.InitialWavePacketSize * Math.Sqrt(m_totalMass / m_mass2); m_sigmaCm = parms.InitialWavePacketSize * Math.Sqrt(m_mass1 / m_totalMass); m_dampingBorderWidth = parms.DampingBorderWidth; m_dampingFactor = parms.DampingFactor; m_numFramesToSave = parms.NumFramesToSave; m_lastSavedFrame = -1; m_outputDir = outputDir; m_multiThread = parms.MultiThread; m_visscherWf = null; }
/// <summary> /// Constructor. /// </summary> public Evolver(WaveFunction initialWf, float totalTime, float timeStep, VDelegate V, bool isVTimeDependent, float particleMass, int progressReportInterval, int dampingBorderWidth = 0, float dampingFactor = 0.0f, bool multiThread = true) { m_intialWf = initialWf; m_totalTime = totalTime; m_deltaT = timeStep; m_totalNumTimeSteps = (int)Math.Round(totalTime / timeStep) + 1; m_potential = V; m_isTimeDependentV = isVTimeDependent; m_particleMass = particleMass; m_reportInterval = progressReportInterval; m_dampingBorderWidth = dampingBorderWidth; m_dampingFactor = dampingFactor; m_multiThread = multiThread; }
public override void FadeIn(FadeType type, VDelegate callback = null, float duration = 1.5f) { duration = Mathf.Min(duration, 0.1f); base.FadeIn(type, callback, duration); }
public override void FadeOut(FadeType type, VDelegate callback = null, float duration = 1.5f, GameObject screen_prefab = null) { duration = Mathf.Min(duration, 0.1f); base.FadeOut(type, callback, duration, screen_prefab); }
public void RegisterVoid(VDelegate handler) { this.m_VDeleates.Add(handler.Method.Name, handler); }