private void Editor_PreviewKeyDown(object sender, KeyEventArgs e) { if (e.IsDown && e.Key == Key.Down) { ItemsSelector.Focus(); _keyarrow = true; } }
public MultipleAlignmentAlgorithm(IPairwiseAlignmentScorer <TSeq, TItem> scorer, IEnumerable <TSeq> sequences, ItemsSelector <TSeq, TItem> itemsSelector) { _scorer = scorer; _sequences = sequences.ToArray(); if (_sequences.Length < 3) { throw new ArgumentException("At least three sequences must be specified.", "sequences"); } _itemsSelector = itemsSelector; }
// Start is called before the first frame update void Start() { Time.timeScale = 1; AudioListener.pause = false; gameLoader = new GameLoader(); player1Select = new CharacterSelector(loadInstanceFromList(gameLoader.getCharacterList(), new Vector3(-6, 0, 0), true)); player2Select = new CharacterSelector(loadInstanceFromList(gameLoader.getCharacterList(), new Vector3(6, 0, 0), true)); player1ItemsSelect = new ItemsSelector( loadInstanceFromList(gameLoader.getItemsList(), new Vector3(-6, 0, 0), false), loadInstance(gameLoader.getItemSelectIndicator(), new Vector3(0, 0, 0)), -400, -150); player2ItemsSelect = new ItemsSelector( loadInstanceFromList(gameLoader.getItemsList(), new Vector3(6, 0, 0), false), loadInstance(gameLoader.getItemSelectIndicator(), new Vector3(0, 0, 0)), 200, -150); // Set up default name player1Name.SetTextWithoutNotify("Player1"); player2Name.SetTextWithoutNotify("Player2"); }
public PairwiseAlignmentAlgorithm(IPairwiseAlignmentScorer <TSeq, TItem> scorer, TSeq sequence1, TSeq sequence2, ItemsSelector <TSeq, TItem> itemsSelector) { _scorer = scorer; _sequence1 = sequence1; _items1 = itemsSelector(sequence1, out _startIndex1, out _count1).ToArray(); _sequence2 = sequence2; _items2 = itemsSelector(sequence2, out _startIndex2, out _count2).ToArray(); _sim = new int[_count1 + 1, _count2 + 1]; _gapPenalty = scorer.GetGapPenalty(sequence1, sequence2); }