/// <summary>
 /// When the dropdown changes, make a request to the world to change the shadow rendering type
 /// </summary>
 /// <param name="change"></param>
 private void ShadowDropdownChanged(Dropdown change)
 {
     try
     {
         ShadowOptions option = (ShadowOptions)change.value;
         world.SetShadowOption(option);
     }
     catch (Exception ex)
     {
         Debug.LogError("Error occurrent determing desired shadow option: " + ex.Message);
     }
 }
Пример #5
0
        private void ApplyInitializedOptionsToSocket(Socket socket)
        {
            ShadowOptions so = _shadowOptions;

            if (so == null)
            {
                return;
            }

            // For each shadow property where we have an initialized value,
            // transfer that value to the provided socket.
            if (so._exclusiveAddressUseInitialized)
            {
                socket.ExclusiveAddressUse = so._exclusiveAddressUse != 0;
            }

            if (so._receiveBufferSizeInitialized)
            {
                socket.ReceiveBufferSize = so._receiveBufferSize;
            }

            if (so._sendBufferSizeInitialized)
            {
                socket.SendBufferSize = so._sendBufferSize;
            }

            if (so._receiveTimeoutInitialized)
            {
                socket.ReceiveTimeout = so._receiveTimeout;
            }

            if (so._sendTimeoutInitialized)
            {
                socket.SendTimeout = so._sendTimeout;
            }

            if (so._lingerStateInitialized)
            {
                socket.LingerState = so._lingerState;
            }

            if (so._noDelayInitialized)
            {
                socket.NoDelay = so._noDelay != 0;
            }
        }
Пример #6
0
        private void ClearInitializedValues()
        {
            ShadowOptions so = _shadowOptions;

            if (so != null)
            {
                // Clear the initialized fields for all of our shadow properties.
                so._exclusiveAddressUseInitialized             =
                    so._receiveBufferSizeInitialized           =
                        so._sendBufferSizeInitialized          =
                            so._receiveTimeoutInitialized      =
                                so._sendTimeoutInitialized     =
                                    so._lingerStateInitialized =
                                        so._noDelayInitialized =
                                            false;
            }
        }
    /// <summary>
    /// Set the dropdown value to the appropriate value based on the world's current
    /// rendering type
    /// </summary>
    private void InitializeShadowDropdown()
    {
        ShadowOptions currentOption = world.GetCurrentShadowOption();

        switch (currentOption)
        {
        case ShadowOptions.UNITY:
            ShadowOptionsDropdown.value = 0;
            break;

        case ShadowOptions.UNITY_DEPTH:
            ShadowOptionsDropdown.value = 1;
            break;

        case ShadowOptions.FULL_CUSTOM:
            ShadowOptionsDropdown.value = 2;
            break;
        }
    }
Пример #9
0
 private ShadowOptions EnsureShadowValuesInitialized()
 {
     return(_shadowOptions ?? (_shadowOptions = new ShadowOptions()));
 }