/// <summary> /// Opens a new layer and automatically adds it to the specified container. /// </summary> /// <param name="fileName">A String fileName to attempt to open.</param> /// <param name="container">The container (usually a LayerCollection) to add to</param> /// <returns>The layer after it has been created and added to the container</returns> public static ILayer OpenFile(string fileName, ICollection <ILayer> container) { if (File.Exists(fileName) == false) { return(null); } ILayerManager dm = LayerManager.DefaultLayerManager; return(dm.OpenLayer(fileName, container)); }
/// <summary> /// Attempts to call the open fileName method for any ILayerProvider plugin /// that matches the extension on the string. /// </summary> /// <param name="fileName">A String fileName to attempt to open.</param> /// <param name="inRam">A boolean value that if true will attempt to force a load of the data into memory. This value overrides the property on this LayerManager.</param> /// <param name="container">A container to open this layer in</param> /// <param name="progressHandler">Specifies the progressHandler to receive progress messages. This value overrides the property on this LayerManager.</param> /// <returns>An ILayer</returns> public virtual ILayer OpenLayer(string fileName, bool inRam, ICollection <ILayer> container, IProgressHandler progressHandler) { if (File.Exists(fileName) == false) { return(null); } ILayerManager dm = LayerManager.DefaultLayerManager; return(dm.OpenLayer(fileName, inRam, container, progressHandler)); }
/// <summary> /// Initializes a new instance of the <see cref="LayerManager"/> class. /// A data manager is more or less just a list of data providers to use. The very important /// LayerManager.DefaultLayerManager property controls which LayerManager will be used /// to load data. By default, each LayerManager sets itself as the default in its constructor. /// </summary> public LayerManager() { // InitializeComponent(); defaultLayerManager = this; _layerProviders = new List <ILayerProvider>(); _layerProviderDirectories = new List <string> { "\\Plugins" }; _preferredProviders = new Dictionary <string, ILayerProvider>(); }
/// <summary> /// Unity Awake callback. /// </summary> protected virtual void Awake() { if (!Application.isPlaying) { return; } layerManager = LayerManager.Instance; layerProjectionParams = createProjectionParams(); StartCoroutine(lateAwake()); }
/// <summary> /// Creates a new instance of the LayerManager class. A data manager is more or less /// just a list of data providers to use. The very important /// LayerManager.DefaultLayerManager property controls which LayerManager will be used /// to load data. By default, each LayerManager sets itself as the default in its /// constructor. /// </summary> public LayerManager() { // InitializeComponent(); _defaultLayerManager = this; _layerProviders = new List <ILayerProvider>(); // _layerProviders.Add(new ShapefileLayerProvider()); // .shp files // _layerProviders.Add(new BinaryLayerProvider()); // .bgd files //string path = Application.ExecutablePath; _layerProviderDirectories = new List <string>(); _layerProviderDirectories.Add("\\Plugins"); _preferredProviders = new Dictionary <string, ILayerProvider>(); }
public override void Initialize() { var gameObjectManager = GameServiceManager.GetService<IGameObjectManager>(); if (gameObjectManager != null) { gameObjectManager.OnGameObjectAdded += OnGameObjectAdded; gameObjectManager.OnGameObjectRemoved += OnGameObjectRemoved; } layerManager = GameServiceManager.GetService<ILayerManager>(); Active = true; }
public override void Initialize() { var gameObjectManager = GameServiceManager.GetService <IGameObjectManager>(); if (gameObjectManager != null) { gameObjectManager.OnGameObjectAdded += OnGameObjectAdded; gameObjectManager.OnGameObjectRemoved += OnGameObjectRemoved; } layerManager = GameServiceManager.GetService <ILayerManager>(); Active = true; }
public EntityListWpf(FileEntity _FileEntity) { InitializeComponent(); FileEntity = _FileEntity; this.DoLoadData(); // 新模式创建Manager this.ContractsManager = new ContractsManager(this.FileEntity); this.btnNewSubmit.IsEnabled = this.FileEntity.Contracts.IsUse; this.btnSubmit.IsEnabled = !this.FileEntity.Contracts.IsUse; }
private void Awake() { if (instance == null) { instance = this; } else if (instance != this) { Destroy(this); return; } #if TOUCHSCRIPT_DEBUG pLogger = Debugging.TouchScriptDebugger.Instance.PointerLogger; #endif #if UNITY_5_4_OR_NEWER SceneManager.sceneLoaded += sceneLoadedHandler; #endif gameObject.hideFlags = HideFlags.HideInHierarchy; DontDestroyOnLoad(gameObject); layerManager = LayerManager.Instance; UpdateResolution(); StopAllCoroutines(); StartCoroutine(lateAwake()); pointerListPool.WarmUp(2); intListPool.WarmUp(3); _layerAddPointer = layerAddPointer; _layerUpdatePointer = layerUpdatePointer; _layerRemovePointer = layerRemovePointer; _layerCancelPointer = layerCancelPointer; #if UNITY_5_6_OR_NEWER samplerUpdateInputs = CustomSampler.Create("[TouchScript] Update Inputs"); samplerUpdateAdded = CustomSampler.Create("[TouchScript] Added Pointers"); samplerUpdatePressed = CustomSampler.Create("[TouchScript] Press Pointers"); samplerUpdateUpdated = CustomSampler.Create("[TouchScript] Update Pointers"); samplerUpdateReleased = CustomSampler.Create("[TouchScript] Release Pointers"); samplerUpdateRemoved = CustomSampler.Create("[TouchScript] Remove Pointers"); samplerUpdateCancelled = CustomSampler.Create("[TouchScript] Cancel Pointers"); #endif }
/// <summary> /// Creates a new instance of the LayerManager class. A data manager is more or less /// just a list of data providers to use. The very important /// LayerManager.DefaultLayerManager property controls which LayerManager will be used /// to load data. By default, each LayerManager sets itself as the default in its /// constructor. /// </summary> public LayerManager() { // InitializeComponent(); _defaultLayerManager = this; _layerProviders = new List<ILayerProvider>(); _layerProviders.Add(new ShapefileLayerProvider()); // .shp files _layerProviders.Add(new BinaryLayerProvider()); // .bgd files string path = System.Windows.Forms.Application.ExecutablePath; _layerProviderDirectories = new List<string>(); _layerProviderDirectories.Add(System.IO.Path.GetDirectoryName(path) + "\\Plugins"); _preferredProviders = new Dictionary<string, ILayerProvider>(); }