public void SetTransform <T>() where T : IBundleTransform { if (HttpContext.Current.IsDebuggingEnabled) { Transforms.Clear(); } else { var t = Activator.CreateInstance <T>(); Transforms.Add(t); } }
/// <inheritdoc /> /// <summary> /// CAUTION: If you're using Read without Execute, make sure you consume enumerable before disposing /// </summary> public void Dispose() { foreach (var transform in Transforms) { transform.Dispose(); } Transforms.Clear(); Reader = null; Writer = null; Updater = null; DeleteHandler = null; }
private async void MainNew() { RenderMachine.MainRenderStop(); await Task.Run(() => { while (RenderMachine.IsRendering) { Thread.Sleep(10); } }); Transforms.Clear(); RenderMachine.DestroyDisplay(); ImageSource = null; ActRenderSetState(RenderMachine.StateRenderEnded); ActRenderSetMessage("New..."); }
protected virtual void Dispose(bool disposing) { if (!IsDisposed) { IsDisposing = true; if (disposing) { for (int i = Transforms.Count; i-- > 0;) { Transforms[i].Dispose(); } Transforms.Clear(); Input.TextInput -= Input_TextInput; } IsDisposing = false; IsDisposed = true; } }
internal void ApplyNewColor(ExcelDrawingColorManager newColor, ExcelColorTransformCollection variation = null) { ColorType = newColor.ColorType; switch (newColor.ColorType) { case eDrawingColorType.Rgb: SetRgbColor(newColor.RgbColor.Color); break; case eDrawingColorType.RgbPercentage: SetRgbPercentageColor(newColor.RgbPercentageColor.RedPercentage, newColor.RgbPercentageColor.GreenPercentage, newColor.RgbPercentageColor.BluePercentage); break; case eDrawingColorType.Hsl: SetHslColor(newColor.HslColor.Hue, newColor.HslColor.Saturation, newColor.HslColor.Luminance); break; case eDrawingColorType.Preset: SetPresetColor(newColor.PresetColor.Color); break; case eDrawingColorType.System: SetSystemColor(newColor.SystemColor.Color); break; case eDrawingColorType.Scheme: SetSchemeColor(newColor.SchemeColor.Color); break; } //Variations should be added first, so temporary store the transforms and add the again var trans = Transforms.Where(x => ((ISource)x)._fromStyleTemplate == false).ToList(); Transforms.Clear(); if (variation != null) { ApplyNewTransform(variation); } ApplyNewTransform(trans); ApplyNewTransform(newColor.Transforms, true); }
/// <summary> /// Reset the currently playing clip /// </summary> public void Reset() { _tickCount = 0; AnimationSpeed = 1.0f; if (_clipSet && CurrentClip != null) { //first bone transform var transform = CurrentClip.Keys[0].BoneTransforms; Transforms.Clear(); Transforms = (transform.ToList()); } else { //fill with identity matrix Transforms.Clear(); for (var i = 0; i < _mesh.AnimationData.BoneCount; ++i) { Transforms.Add(Matrix.Identity); } } }
public void ClearBlackBoard() { Objects.Clear(); GameObjects.Clear(); Transforms.Clear(); Vectors.Clear(); ScriptableObjects.Clear(); Strings.Clear(); Floats.Clear(); Ints.Clear(); Bools.Clear(); ObjectLists.Clear(); GameObjectLists.Clear(); TransformLists.Clear(); VectorLists.Clear(); ScriptableObjectLists.Clear(); StringLists.Clear(); FloatLists.Clear(); IntLists.Clear(); BoolLists.Clear(); }
/// <summary> /// Loop through all the keyframes /// </summary> public void Animate() { //Do nothing when not playing or no clip is set if (!IsPlaying && !_clipSet) { return; } var passedTime = (float)(DateTime.Now - _prevFrameTime).Milliseconds / 1000; //Debug.Log(LogLevel.Info, string.Format("Time since Last Frame: {0}",passedTime)); //Make sure that the passedTicks stay between the m_CurrentClip.Duration bounds double passedTicks = passedTime * CurrentClip.TicksPerSecond * AnimationSpeed; passedTicks = Math.IEEERemainder(passedTicks, CurrentClip.Duration); //Debug.Log(LogLevel.Info, string.Format("Ticks: {0}", passedTicks)); _tickCount += (float)passedTicks; //Reset when reaching the end if (_tickCount > CurrentClip.Duration) { _tickCount -= CurrentClip.Duration; } //Find the enclosing keys //Iterate all the keys of the clip and find the following keys: //keyA > Closest Key with Tick before/smaller than m_TickCount //keyB > Closest Key with Tick after/bigger than m_TickCount AnimationKey keyA = null, keyB = null; var prevKey = CurrentClip.Keys[0]; //start at first1 var found = false; foreach (var k in CurrentClip.Keys) { if (!found && k.Tick > _tickCount && _tickCount > 0.0f && k.Tick != _tickCount) { keyA = prevKey; keyB = k; found = true; } prevKey = k; } if (keyA == null || keyB == null) { return; } //lerp between keys var blendA = _tickCount - keyA.Tick; var blendB = 1.0f - blendA; blendB = _tickCount - blendB; var lerpAmount = blendA / blendB; Transforms.Clear(); for (var i = 0; i < _mesh.AnimationData.BoneCount; ++i) { if (i >= keyA.BoneTransforms.Count || i >= keyB.BoneTransforms.Count) { break; } Transforms.Add(Matrix.Lerp(keyA.BoneTransforms[i], keyB.BoneTransforms[i], lerpAmount)); } _prevFrameTime = DateTime.Now; }