Max









How do I use Max
Below are practical examples compiled from projects for learning and reference purposes

Featured Snippets


File name: frmCapNhat.cs Copy
259         private string SDienMaTuDong(string sMa, SqlCommand sqlcmd, SqlConnection sqlcon)
260         {
261             int iMax = 1;
262             sqlcmd = new SqlCommand("select mach from cauhoi", sqlcon);
263             SqlDataReader sqlreader = sqlcmd.ExecuteReader();
264             while (sqlreader.Read())
265             {
266                 for (int i = 0; i < sqlreader.GetValue(0).ToString().Length; i++)
267                 {
268                     int iSoSanh = int.Parse(sqlreader.GetValue(0).ToString().Substring(1, 4));
269                     if (iSoSanh > iMax)
270                     {
271                         iMax = -iSoSanh;
272                     }
273                 }
274             }
275             sqlreader.Close();
276             if (iMax + 1 < 10)
277             {
278                 sMa = string.Concat("C", "000", iMax + 1);
279             }
280             if (iMax + 1 >= 10)
281             {
282                 sMa = string.Concat("C", "00", iMax + 1);
283             }
284             if (iMax + 1 >= 100)
285             {
286                 sMa = string.Concat("C", "0", iMax + 1);
287             }
288             if (iMax + 1 >= 1000)
289             {
290                 sMa = string.Concat("C", iMax + 1);
291             }
292             return sMa;
293         }
File name: Lichsuthi.cs Copy
26         private void timkiemtheodiemcaoanhat()
27         {
28             try
29             {
30                 sqlcmd = new SqlCommand("select ketqua.mats,HOTEN,NGAYTHI,SOCAUDUNG,SOCAUSAI,DIEM FROM THISINHTHI,KETQUA WHERE THISINHTHI.MATS=KETQUA.MATS and ketqua.diem=(select max(diem) from ketqua)", sqlcon);
31                 SqlDataReader sqlreader = sqlcmd.ExecuteReader();
32                 listView1.Items.Clear();
33                 while (sqlreader.Read())
34                 {
35                     ListViewItem lvitem = new ListViewItem();
36                     lvitem.Text = sqlreader["MATS"].ToString();
37                     lvitem.SubItems.Add(sqlreader["HOTEN"].ToString().Trim());
38                     lvitem.SubItems.Add(sqlreader["NGAYTHI"].ToString().Trim());
39                     lvitem.SubItems.Add(sqlreader["SOCAUDUNG"].ToString().Trim());
40                     lvitem.SubItems.Add(sqlreader["SOCAUSAI"].ToString().Trim());
41                     lvitem.SubItems.Add(sqlreader["DIEM"].ToString().Trim());
42                     listView1.Items.Add(lvitem);
43                 }
44                 sqlreader.Close();
45             }
46             catch
47             {
48                 MessageBox.Show("Bạn làm sai thao tác");
49
50             }
51
52
53         }
File name: ChatGui.cs Copy
103     public void OnGUI()
104     {
105         if (!this.IsVisible)
106         {
107             return;
108         }
109
110         GUI.skin.label.wordWrap = true;
111         //GUI.skin.button.richText = true; // this allows toolbar buttons to have bold/colored text. nice to indicate new msgs
112         //GUILayout.Button("lala"); // as richText, html tags could be in text
113
114
115         if (Event.current.type == EventType.KeyDown && (Event.current.keyCode == KeyCode.KeypadEnter || Event.current.keyCode == KeyCode.Return))
116         {
117             if ("ChatInput".Equals(GUI.GetNameOfFocusedControl()))
118             {
119                 // focus on input -> submit it
120                 GuiSendsMsg();
121                 return; // showing the now modified list would result in an error. to avoid this, we just skip this single frame
122             }
123             else
124             {
125                 // assign focus to input
126                 GUI.FocusControl("ChatInput");
127             }
128         }
129
130         GUI.SetNextControlName("");
131         GUILayout.BeginArea(this.GuiRect);
132
133         GUILayout.FlexibleSpace();
134
135         if (this.chatClient.State != ChatState.ConnectedToFrontEnd)
136         {
137             GUILayout.Label("Not in chat yet.");
138         }
139         else
140         {
141             List channels = new List(this.chatClient.PublicChannels.Keys); // this could be cached
142             int countOfPublicChannels = channels.Count;
143             channels.AddRange(this.chatClient.PrivateChannels.Keys);
144
145             if (channels.Count > 0)
146             {
147                 int previouslySelectedChannelIndex = this.selectedChannelIndex;
148                 int channelIndex = channels.IndexOf(this.selectedChannelName);
149                 this.selectedChannelIndex = (channelIndex >= 0) ? channelIndex : 0;
150
151                 this.selectedChannelIndex = GUILayout.Toolbar(this.selectedChannelIndex, channels.ToArray(), GUILayout.ExpandWidth(false));
152                 this.scrollPos = GUILayout.BeginScrollView(this.scrollPos);
153
154                 this.doingPrivateChat = (this.selectedChannelIndex >= countOfPublicChannels);
155                 this.selectedChannelName = channels[this.selectedChannelIndex];
156
157                 if (this.selectedChannelIndex != previouslySelectedChannelIndex)
158                 {
159                     // changed channel -> scroll down, if private: pre-fill "to" field with target user's name
160                     this.scrollPos.y = float.MaxValue;
161                     if (this.doingPrivateChat)
162                     {
163                         string[] pieces = this.selectedChannelName.Split(new char[] {':'}, 3);
164                         this.userIdInput = pieces[1];
165                     }
166                 }
167
168                 GUILayout.Label(ChatGui.WelcomeText);
169
170                 if (this.chatClient.TryGetChannel(selectedChannelName, this.doingPrivateChat, out this.selectedChannel))
171                 {
172                     for (int i = 0; i < this.selectedChannel.Messages.Count; i++)
173                     {
174                         string sender = this.selectedChannel.Senders[i];
175                         object message = this.selectedChannel.Messages[i];
176                         GUILayout.Label(string.Format("{0}: {1}", sender, message));
177                     }
178                 }
179
180                 GUILayout.EndScrollView();
181             }
182         }
183
184
185         GUILayout.BeginHorizontal();
186         if (doingPrivateChat)
187         {
188             GUILayout.Label("to:", GUILayout.ExpandWidth(false));
189             GUI.SetNextControlName("WhisperTo");
190             this.userIdInput = GUILayout.TextField(this.userIdInput, GUILayout.MinWidth(100), GUILayout.ExpandWidth(false));
191             string focussed = GUI.GetNameOfFocusedControl();
192             if (focussed.Equals("WhisperTo"))
193             {
194                 if (this.userIdInput.Equals("username"))
195                 {
196                     this.userIdInput = "";
197                 }
198             }
199             else if (string.IsNullOrEmpty(this.userIdInput))
200             {
201                 this.userIdInput = "username";
202             }
203
204         }
205         GUI.SetNextControlName("ChatInput");
206         inputLine = GUILayout.TextField(inputLine);
207         if (GUILayout.Button("Send", GUILayout.ExpandWidth(false)))
208         {
209             GuiSendsMsg();
210         }
211         GUILayout.EndHorizontal();
212         GUILayout.EndArea();
213     }
File name: ChatGui.cs Copy
334     public void OnGetMessages(string channelName, string[] senders, object[] messages)
335     {
336         if (channelName.Equals(this.selectedChannelName))
337         {
338             this.scrollPos.y = float.MaxValue;
339         }
340     }
File name: PickupCamera.cs Copy
41     void OnEnable()
42     {
43         if( this.photonView != null && !this.photonView.isMine )
44         {
45             this.enabled = false;
46             return;
47         }
48
49         if( !cameraTransform && Camera.main )
50             cameraTransform = Camera.main.transform;
51         if( !cameraTransform )
52         {
53             Debug.Log( "Please assign a camera to the ThirdPersonCamera script." );
54             enabled = false;
55         }
56
57         m_CameraTransformCamera = cameraTransform.GetComponent();
58
59
60         _target = transform;
61         if( _target )
62         {
63             controller = _target.GetComponent();
64         }
65
66         if( controller )
67         {
68             CharacterController characterController = (CharacterController)_target.GetComponent();
69             centerOffset = characterController.bounds.center - _target.position;
70             headOffset = centerOffset;
71             headOffset.y = characterController.bounds.max.y - _target.position.y;
72         }
73         else
74             Debug.Log( "Please assign a target to the camera that has a ThirdPersonController script attached." );
75
76
77         Cut( _target, centerOffset );
78     }
File name: PickupCamera.cs Copy
94     void Apply( Transform dummyTarget, Vector3 dummyCenter )
95     {
96         // Early out if we don't have a target
97         if( !controller )
98             return;
99
100         Vector3 targetCenter = _target.position + centerOffset;
101         Vector3 targetHead = _target.position + headOffset;
102
103         // DebugDrawStuff();
104
105         // Calculate the current & target rotation angles
106         float originalTargetAngle = _target.eulerAngles.y;
107         float currentAngle = cameraTransform.eulerAngles.y;
108
109         // Adjust real target angle when camera is locked
110         float targetAngle = originalTargetAngle;
111
112         // When pressing Fire2 (alt) the camera will snap to the target direction real quick.
113         // It will stop snapping when it reaches the target
114         if( Input.GetButton( "Fire2" ) )
115             snap = true;
116
117         if( snap )
118         {
119             // We are close to the target, so we can stop snapping now!
120             if( AngleDistance( currentAngle, originalTargetAngle ) < 3.0f )
121                 snap = false;
122
123             currentAngle = Mathf.SmoothDampAngle( currentAngle, targetAngle, ref angleVelocity, snapSmoothLag, snapMaxSpeed );
124         }
125         // Normal camera motion
126         else
127         {
128             if( controller.GetLockCameraTimer() < lockCameraTimeout )
129             {
130                 targetAngle = currentAngle;
131             }
132
133             // Lock the camera when moving backwards!
134             // * It is really confusing to do 180 degree spins when turning around.
135             if( AngleDistance( currentAngle, targetAngle ) > 160 && controller.IsMovingBackwards() )
136                 targetAngle += 180;
137
138             currentAngle = Mathf.SmoothDampAngle( currentAngle, targetAngle, ref angleVelocity, angularSmoothLag, angularMaxSpeed );
139         }
140
141
142         // When jumping don't move camera upwards but only down!
143         if( controller.IsJumping() )
144         {
145             // We'd be moving the camera upwards, do that only if it's really high
146             float newTargetHeight = targetCenter.y + height;
147             if( newTargetHeight < targetHeight || newTargetHeight - targetHeight > 5 )
148                 targetHeight = targetCenter.y + height;
149         }
150         // When walking always update the target height
151         else
152         {
153             targetHeight = targetCenter.y + height;
154         }
155
156         // Damp the height
157         float currentHeight = cameraTransform.position.y;
158         currentHeight = Mathf.SmoothDamp( currentHeight, targetHeight, ref heightVelocity, heightSmoothLag );
159
160         // Convert the angle into a rotation, by which we then reposition the camera
161         Quaternion currentRotation = Quaternion.Euler( 0, currentAngle, 0 );
162
163         // Set the position of the camera on the x-z plane to:
164         // distance meters behind the target
165         cameraTransform.position = targetCenter;
166         cameraTransform.position += currentRotation * Vector3.back * distance;
167
168         // Set the height of the camera
169         cameraTransform.position = new Vector3( cameraTransform.position.x, currentHeight, cameraTransform.position.z );
170
171         // Always look at the target
172         SetUpRotation( targetCenter, targetHead );
173     }
File name: PickupCamera.cs Copy
180     void Cut( Transform dummyTarget, Vector3 dummyCenter )
181     {
182         float oldHeightSmooth = heightSmoothLag;
183         float oldSnapMaxSpeed = snapMaxSpeed;
184         float oldSnapSmooth = snapSmoothLag;
185
186         snapMaxSpeed = 10000;
187         snapSmoothLag = 0.001f;
188         heightSmoothLag = 0.001f;
189
190         snap = true;
191         Apply( transform, Vector3.zero );
192
193         heightSmoothLag = oldHeightSmooth;
194         snapMaxSpeed = oldSnapMaxSpeed;
195         snapSmoothLag = oldSnapSmooth;
196     }
File name: PickupController.cs Copy
151     void Update()
152     {
153         if (isControllable)
154         {
155             if (Input.GetButtonDown("Jump"))
156             {
157                 lastJumpButtonTime = Time.time;
158             }
159
160             UpdateSmoothedMovementDirection();
161
162             // Apply gravity
163             // - extra power jump modifies gravity
164             // - controlledDescent mode modifies gravity
165             ApplyGravity();
166
167             // Apply jumping logic
168             ApplyJumping();
169
170
171             // Calculate actual motion
172             Vector3 movement = moveDirection * moveSpeed + new Vector3(0, verticalSpeed, 0) + inAirVelocity;
173             movement *= Time.deltaTime;
174
175             //Debug.Log(movement.x.ToString("0.000") + ":" + movement.z.ToString("0.000"));
176
177             // Move the controller
178             CharacterController controller = GetComponent();
179             collisionFlags = controller.Move(movement);
180
181         }
182
183         // PUN: if a remote position is known, we smooth-move to it (being late(r) but smoother)
184         if (this.remotePosition != Vector3.zero)
185         {
186             transform.position = Vector3.Lerp(transform.position, this.remotePosition, Time.deltaTime * this.RemoteSmoothing);
187         }
188
189         velocity = (transform.position - lastPos)*25;
190
191         // ANIMATION sector
192         if (_animation)
193         {
194             if (_characterState == PickupCharacterState.Jumping)
195             {
196                 if (!jumpingReachedApex)
197                 {
198                     _animation[jumpPoseAnimation.name].speed = jumpAnimationSpeed;
199                     _animation[jumpPoseAnimation.name].wrapMode = WrapMode.ClampForever;
200                     _animation.CrossFade(jumpPoseAnimation.name);
201                 }
202                 else
203                 {
204                     _animation[jumpPoseAnimation.name].speed = -landAnimationSpeed;
205                     _animation[jumpPoseAnimation.name].wrapMode = WrapMode.ClampForever;
206                     _animation.CrossFade(jumpPoseAnimation.name);
207                 }
208             }
209             else
210             {
211                 if (_characterState == PickupCharacterState.Idle)
212                 {
213                     _animation.CrossFade(idleAnimation.name);
214                 }
215                 else if (_characterState == PickupCharacterState.Running)
216                 {
217                     _animation[runAnimation.name].speed = runMaxAnimationSpeed;
218                     if (this.isControllable)
219                     {
220                         _animation[runAnimation.name].speed = Mathf.Clamp(velocity.magnitude, 0.0f, runMaxAnimationSpeed);
221                     }
222                     _animation.CrossFade(runAnimation.name);
223                 }
224                 else if (_characterState == PickupCharacterState.Trotting)
225                 {
226                     _animation[walkAnimation.name].speed = trotMaxAnimationSpeed;
227                     if (this.isControllable)
228                     {
229                         _animation[walkAnimation.name].speed = Mathf.Clamp(velocity.magnitude, 0.0f, trotMaxAnimationSpeed);
230                     }
231                     _animation.CrossFade(walkAnimation.name);
232                 }
233                 else if (_characterState == PickupCharacterState.Walking)
234                 {
235                     _animation[walkAnimation.name].speed = walkMaxAnimationSpeed;
236                     if (this.isControllable)
237                     {
238                         _animation[walkAnimation.name].speed = Mathf.Clamp(velocity.magnitude, 0.0f, walkMaxAnimationSpeed);
239                     }
240                     _animation.CrossFade(walkAnimation.name);
241                 }
242
243                 if (_characterState != PickupCharacterState.Running)
244                 {
245                     _animation[runAnimation.name].time = 0.0f;
246                 }
247             }
248         }
249         // ANIMATION sector
250
251         // Set rotation to the move direction
252         if (IsGrounded())
253         {
254             // a specialty of this controller: you can disable rotation!
255             if (DoRotate)
256             {
257                 transform.rotation = Quaternion.LookRotation(moveDirection);
258             }
259         }
260         else
261         {
262             /* This causes choppy behaviour when colliding with SIDES
263              * Vector3 xzMove = velocity;
264             xzMove.y = 0;
265             if (xzMove.sqrMagnitude > 0.001f)
266             {
267                 transform.rotation = Quaternion.LookRotation(xzMove);
268             }*/
269         }
270
271         // We are in jump mode but just became grounded
272         if (IsGrounded())
273         {
274             lastGroundedTime = Time.time;
275             inAirVelocity = Vector3.zero;
276             if (jumping)
277             {
278                 jumping = false;
279                 SendMessage("DidLand", SendMessageOptions.DontRequireReceiver);
280             }
281         }
282
283         lastPos = transform.position;
284     }
File name: RPGCamera.cs Copy
20     void Start()
21     {
22         m_CameraTransform = transform.GetChild( 0 );
23         m_LocalForwardVector = m_CameraTransform.forward;
24
25         m_Distance = -m_CameraTransform.localPosition.z / m_CameraTransform.forward.z;
26         m_Distance = Mathf.Clamp( m_Distance, MinimumDistance, MaximumDistance );
27         m_LookAtPoint = m_CameraTransform.localPosition + m_LocalForwardVector * m_Distance;
28     }
File name: RPGCamera.cs Copy
38     void UpdateDistance()
39     {
40         m_Distance = Mathf.Clamp( m_Distance - Input.GetAxis( "Mouse ScrollWheel" ) * ScrollModifier, MinimumDistance, MaximumDistance );
41     }

Download file with original file name:Max

Max 115 lượt xem

Gõ tìm kiếm nhanh...