public PosInfo(IPosition pos) { m_isLong = pos.IsLong; m_isShort = pos.IsShort; m_isVirtual = pos.IsVirtual; m_entryBarNum = pos.EntryBarNum; m_shares = pos.Shares; m_entryPrice = pos.AverageEntryPrice; m_entrySignalName = pos.EntrySignalName; m_entryNotes = pos.EntryNotes; m_entryCommission = pos.EntryCommission; m_exitBarNum = pos.ExitBarNum; m_exitPrice = pos.ExitPrice; m_exitCommission = pos.ExitCommission; m_secInfo = new SecInfo(pos.Security.SecurityDescription); try { m_avgPx = pos.GetBalancePrice(pos.Security.Bars.Count - 1); } catch (Exception) { // подавляю все возможные исключения здесь m_avgPx = Double.NaN; } }
public PosInfo() { m_entrySignalName = ""; m_entryNotes = ""; m_secInfo = new SecInfo(); }
public bool Equals(SecInfo secInfo) { if (secInfo == null) { return(false); } // проверка специально разбита на 3 части, чтобы легче было дебажить bool res = FullName.Equals(secInfo.FullName, StringComparison.InvariantCultureIgnoreCase); res &= Name.Equals(secInfo.Name, StringComparison.InvariantCultureIgnoreCase); res &= DsName.Equals(secInfo.DsName, StringComparison.InvariantCultureIgnoreCase); return(res); }
public IvTargetInfo() { m_entrySignalName = ""; m_entryNotes = ""; m_entryIv = 0; m_entryShiftPrice = 0; m_quoteMode = QuoteIvMode.Relative; m_startDate = DateTime.MinValue; m_expirationDate = DateTime.MaxValue; m_secInfo = new SecInfo(); }
public IvTargetInfo(bool isLong, double targetQty, QuoteIvMode quoteMode, double iv, int shiftPrice, string signalName, string notes) { m_isLong = isLong; m_isShort = !isLong; m_entryIv = iv; m_entryShiftPrice = shiftPrice; m_quoteMode = quoteMode; m_targetShares = targetQty; m_entrySignalName = signalName; m_entryNotes = notes; m_startDate = DateTime.MinValue; m_expirationDate = DateTime.MaxValue; m_secInfo = new SecInfo(); //m_secInfo = new SecInfo(sec.FinInfo.Security); }
////////////////////// //根據碰撞箱父物件生成建築,成為目前地板的子物件 private void BuildHouse(Collider2D B) { //播放音效 Debug.Log(GetComponent <AudioSource>().clip); GetComponent <AudioSource>().Play(); //將透明度改回去 SparkleOff(); //從棋子Info取得所有建築物資訊 Info = B.gameObject.transform.GetComponent <DragChess>().Info; //扣資源 GameObject.Find("BuildMaterialMonitor").GetComponent <MaterialManage>().AddMaterial(-1 * Info.Coin, -1 * Info.Wood, -1 * Info.Metal, -1 * Info.Concrete); //更改建築名稱 BuildingName = Info.Title; //製造建築模板 CreateBuildingTemplate(); }