public override IModuleDataModel Clone() { ChaseData result = new ChaseData(); result.ColorHandling = ColorHandling; result.PulseOverlap = PulseOverlap; result.DefaultLevel = DefaultLevel; result.StaticColor = StaticColor; result.ColorGradient = new ColorGradient(ColorGradient); result.PulseCurve = new Curve(PulseCurve); result.ChaseMovement = new Curve(ChaseMovement); result.DepthOfEffect = DepthOfEffect; return(result); }
public override IModuleDataModel Clone() { ChaseData result = new ChaseData(); result.ColorHandling = ColorHandling; result.PulseOverlap = PulseOverlap; result.DefaultLevel = DefaultLevel; result.StaticColor = StaticColor; result.ColorGradient = new ColorGradient(ColorGradient); result.PulseCurve = new Curve(PulseCurve); result.ChaseMovement = new Curve(ChaseMovement); result.DepthOfEffect = DepthOfEffect; result.ExtendPulseToStart = ExtendPulseToStart; result.ExtendPulseToEnd = ExtendPulseToEnd; return result; }
protected override EffectTypeModuleData CreateInstanceForClone() { ChaseData result = new ChaseData(); result.ColorHandling = ColorHandling; result.PulseOverlap = PulseOverlap; result.DefaultLevel = DefaultLevel; result.EnableDefaultLevel = EnableDefaultLevel; result.StaticColor = StaticColor; result.ColorGradient = new ColorGradient(ColorGradient); result.PulseCurve = new Curve(PulseCurve); result.ChaseMovement = new Curve(ChaseMovement); result.DepthOfEffect = DepthOfEffect; result.ExtendPulseToStart = ExtendPulseToStart; result.ExtendPulseToEnd = ExtendPulseToEnd; return(result); }
public Chase() { _data = new ChaseData(); }
public Chase() { _data = new ChaseData(); InitAllAttributes(); }
protected override EffectTypeModuleData CreateInstanceForClone() { ChaseData result = new ChaseData(); result.ColorHandling = ColorHandling; result.PulseOverlap = PulseOverlap; result.DefaultLevel = DefaultLevel; result.EnableDefaultLevel = EnableDefaultLevel; result.StaticColor = StaticColor; result.ColorGradient = new ColorGradient(ColorGradient); result.PulseCurve = new Curve(PulseCurve); result.ChaseMovement = new Curve(ChaseMovement); result.DepthOfEffect = DepthOfEffect; result.ExtendPulseToStart = ExtendPulseToStart; result.ExtendPulseToEnd = ExtendPulseToEnd; return result; }