public void AddStateTimingData(ControlLevel level, IEnumerable <string> timingTypes = null) { foreach (State s in level.ActiveStates) { if (timingTypes == null)//add all state timing information to data { AddDatum(s.StateName + "_StartFrame", () => s.TimingInfo.StartFrame); AddDatum(s.StateName + "_EndFrame", () => s.TimingInfo.EndFrame); AddDatum(s.StateName + "_StartTimeAbsolute", () => s.TimingInfo.StartTimeAbsolute); AddDatum(s.StateName + "_StartTimeRelative", () => s.TimingInfo.StartTimeRelative); AddDatum(s.StateName + "_EndTimeAbsolute", () => s.TimingInfo.EndTimeAbsolute); //dataToUpdateNextFrame.Add(new HeldDatum<float>(() => s.TimingInfo.EndTimeAbsolute, data.Count - 1)); dataToUpdateNextFrame.Add(data.Count - 1); AddDatum(s.StateName + "_EndTimeRelative", () => s.TimingInfo.EndTimeRelative); //dataToUpdateNextFrame.Add(new HeldDatum<float>(() => s.TimingInfo.EndTimeRelative, data.Count - 1)); dataToUpdateNextFrame.Add(data.Count - 1); AddDatum(s.StateName + "_Duration", () => s.TimingInfo.Duration); //dataToUpdateNextFrame.Add(new HeldDatum<float>(() => s.TimingInfo.Duration, data.Count - 1)); dataToUpdateNextFrame.Add(data.Count - 1); } else //specify which timing information to add { foreach (string t in timingTypes) { switch (t) { case "StartFrame": AddDatum(s.StateName + "_StartFrame", () => s.TimingInfo.StartFrame); break; case "EndFrame": AddDatum(s.StateName + "_EndFrame", () => s.TimingInfo.EndFrame); break; case "StartTimeAbsolute": AddDatum(s.StateName + "_StartTimeAbsolute", () => s.TimingInfo.StartTimeAbsolute); break; case "StartTimeRelative": AddDatum(s.StateName + "_StartTimeRelative", () => s.TimingInfo.StartTimeRelative); break; case "EndTimeAbsolute": AddDatum(s.StateName + "_EndTimeAbsolute", () => s.TimingInfo.EndTimeAbsolute); //dataToUpdateNextFrame.Add(new HeldDatum<float>(() => s.TimingInfo.EndTimeAbsolute, data.Count - 1)); dataToUpdateNextFrame.Add(data.Count - 1); break; case "EndTimeRelative": AddDatum(s.StateName + "_EndTimeRelative", () => s.TimingInfo.EndTimeRelative); //dataToUpdateNextFrame.Add(new HeldDatum<float>(() => s.TimingInfo.EndTimeRelative, data.Count - 1)); dataToUpdateNextFrame.Add(data.Count - 1); break; case "Duration": AddDatum(s.StateName + "_Duration", () => s.TimingInfo.Duration); //dataToUpdateNextFrame.Add(new HeldDatum<float>(() => s.TimingInfo.Duration, data.Count - 1)); dataToUpdateNextFrame.Add(data.Count - 1); break; default: Debug.Log("Attempted to add state timing information called \"" + t + "\", but this is not a known timing information type."); break; } } } } }
public ICollection <ControlLevel> GetWriteableFor(ControlLevel controlLevel) { return(_context.ControlLevels .Where(x => x.Level >= controlLevel.Level) .ToList()); }
internal ICollection <ControlLevel> GetReadableFor(ControlLevel cleranceLevel) { return(_context.ControlLevels .Where(x => x.Level <= cleranceLevel.Level) .ToList()); }
private void Awake() { CL = GameObject.Find("ControleLevel").gameObject.GetComponent <ControlLevel>(); }