// ================================================================================== List implementation /// <summary> /// Adds a Node object to the end of the <see cref="T:System.Collections.Generic.List`1"></see>, and then fires the Change event. /// </summary> /// <param name="item">The object to be added to the end of the <see cref="T:System.Collections.Generic.List`1"></see>. The value can be null for reference types.</param> public void Add(T item) { CheckId(item); Modifying(); RawData.Add(item == null ? 0 : item.Id); Modified(); }
internal void SetSingleValue <Q>(Q value) where Q : Node { // Clear if value is null. if (value == null) { // Clear if there was any items. if (RawData.Count > 0) { Modifying(); // This clears th resolved list too. RawData.Clear(); Modified(); } } // Insert or change if value is notn ull. else { CheckId(value); Modifying(); // This clears th resolved list too. // Add if empty. if (RawData.Count == 0) { RawData.Add(value.Id); } // Change if not empty. else { RawData[0] = value.Id; } Modified(); } }
internal void SetSingleValue <Q>(Q value) where Q : Node { //-- Clear if value is null. if (value == null) { //-- Clear if there was any items. if (RawData.Count > 0) { Modifying(); //-- This clears th resolved list too. RawData.Clear(); Modified(); } } //-- Insert or change if value is notn ull. else { CheckId(value); Modifying(); //-- This clears th resolved list too. //-- Add if empty. if (RawData.Count == 0) { RawData.Add(value.Id); } //-- ha eddig nem volt ures, akkor a nulladik elem csereje //-- Change if not empty. else { RawData[0] = value.Id; } Modified(); //_resolvedList = new List<Node>(new Q[] { value }); } }
public static RawData GetShaderVariantEntries(Shader shader) { if (shader == null) { return(null); } int[] types = null; String[] keywords = null; object[] args = new object[] { shader, new ShaderVariantCollection(), types, keywords }; ShaderUtils.GetShaderVariantEntriesMethod.Invoke(null, args); types = args[2] as int[]; keywords = args[3] as String[]; var result = new RawData(); for (int i = 0; i < keywords.Length; ++i) { var keyword = keywords[i]; var sv = new ShaderVariant(shader, ( PassType )types[i], keyword.Split(' ')); List <ShaderVariant> variants; if (!result.TryGetValue(shader, out variants)) { variants = new List <ShaderVariant>(); result.Add(shader, variants); } variants.Add(sv); } return(result); }
private RawData ParseData(SLDocument doc) { RawData data = new RawData(); for (int i = 1; i <= numCols; i++) { data.Add(GetDataGroup(doc, i)); } return data; }
///<summary> ///The weather controler of this run. ///</summary> /* public Weather Weather * { * get { return weather; } * }*/ // public Phenology.Phenology Ph { set; get; } #endregion ///<summary> ///Clone the current <c>Universe</c> and store it in the array <c>universes</c>. ///</summary> private void SaveCurrentUniverse() { var clone = new Universe(this, currentUniverse, false); savedUniverses.Add(clone); if (!IsSowDateEstimate) { currentUniverse.GrowthDay += 1; } }
/// <summary> /// Add new value to Ring-Buffer and Raw-Value-List /// </summary> /// <param name="newValue"></param> public void Add(float newValue) { if (Values.Count >= Capacity) { Values.RemoveAt(0); } Values.Add(newValue); RawData.Add(new DataPayload(newValue, InitTime)); }
private RawData ParseData(string filepath) { RawData data = new RawData(); XDocument doc = XDocument.Load(filepath); XNamespace ns = "AnovaXMLSchema.xsd"; XElement root = doc.Descendants(ns + "DataSet").First(); foreach (XElement group in root.Descendants(ns + "Group")) { data.Add(ReadXmlGroup(group, ns)); } return data; }
public static RawData ExtractData(ShaderVariantCollection svc) { var shaderVariants = new RawData(); using (var so = new SerializedObject(svc)) { var array = so.FindProperty("m_Shaders.Array"); if (array != null && array.isArray) { var arraySize = array.arraySize; for (int i = 0; i < arraySize; ++i) { var shaderRef = array.FindPropertyRelative(String.Format("data[{0}].first", i)); var shaderShaderVariants = array.FindPropertyRelative(String.Format("data[{0}].second.variants", i)); if (shaderRef != null && shaderRef.propertyType == SerializedPropertyType.ObjectReference && shaderShaderVariants != null && shaderShaderVariants.isArray) { var shader = shaderRef.objectReferenceValue as Shader; if (shader == null) { continue; } var shaderAssetPath = AssetDatabase.GetAssetPath(shader); List <ShaderVariant> variants = null; if (!shaderVariants.TryGetValue(shader, out variants)) { variants = new List <ShaderVariant>(); shaderVariants.Add(shader, variants); } var variantCount = shaderShaderVariants.arraySize; for (int j = 0; j < variantCount; ++j) { var prop_keywords = shaderShaderVariants.FindPropertyRelative(String.Format("Array.data[{0}].keywords", j)); var prop_passType = shaderShaderVariants.FindPropertyRelative(String.Format("Array.data[{0}].passType", j)); if (prop_keywords != null && prop_passType != null && prop_keywords.propertyType == SerializedPropertyType.String) { var srcKeywords = prop_keywords.stringValue; var keywords = srcKeywords.Split(' '); var pathType = (UnityEngine.Rendering.PassType)prop_passType.intValue; variants.Add(new ShaderVariant(shader, pathType, keywords)); } } } } } } return(shaderVariants); }
public bool TryParseData(string filepath, out RawData output) { try { output = new RawData(); IEnumerable<string[]> fieldArrays = ExtractFields(filepath); foreach (string[] array in fieldArrays) { IEnumerable<string> fields = RemoveEmptyFields(array); DataGroup group = ParseDataGroup(fields); output.Add(group); } return true; } catch (Exception) { //todo: implement logging code here output = null; return false; } }
public void Store(string key, object value) { RawData.Add(key, value); }
public void FinalizeReport() { AnalyseData(); this.RawData = new List <Item>(); this.AllItems.ForEach(i => RawData.Add(i.GetCopy(true))); }