private static void Copy(MenuCommand command) { if (m_InspectedProperty != null) { m_CopiedObject = m_InspectedProperty.GetValue <Sway>().GetClone(); } }
public void Add(Sway sway) { transforms.capacity = transforms.length + 1; transforms.Add(sway.transform); theta[numJobs] = 0; angle[numJobs] = sway.angle; frequency[numJobs] = sway.frequency; numJobs++; }
//================================= //To Design We have to First //Get the Reruired Zx and we do so by public void GetAllowableNormalStress(SteelGrade Grade, Sway swaycondition) { lmdaMax = (LmdaX > LmdaY) ? lmdaX : LmdaY; if (lmdaMax > 100) { Fc = lmdaMax / 7500; } else { switch (Grade) { case SteelGrade.st37: Fc = 1.4 - 0.000065 * lmdaMax * lmdaMax; break; case SteelGrade.st44: Fc = 1.6 - 0.000085 * lmdaMax * lmdaMax; break; case SteelGrade.st52: Fc = 2.1 - 0.000135 * lmdaMax * lmdaMax; break; default: break; } } double Cmx; double Cmy; if (Fca / Fc < 0.15) { A1 = A2 = 1; } else if (Fca / Fc > 0.15) { switch (swaycondition) { case Sway.permitted: Cmx = 0.85; Cmy = 0.85; A1 = ((Cmx / (1 - (Fca / Fex))) < 1) ? (Cmx / (1 - (Fca / Fex))) : 1; A2 = ((Cmy / (1 - (Fca / Fey))) < 1) ? (Cmy / (1 - (Fca / Fey))) : 1; break; case Sway.NotPermitted: //not handled break; default: break; } } }
private static void EnsureSingletonExist() { if (s_singleton == null || s_singleton.gameObject == null) { s_singleton = new GameObject("Sway").AddComponent<Sway>(); s_singleton.hideFlags = HideFlags.HideAndDontSave; } }
// Start is called before the first frame update void Start() { gameManager = GameObject.FindObjectOfType <GameManager>(); ShowHideArrows(); sway = GetComponentInChildren <Sway>(); }