Queued









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

Featured Snippets


File name: PhotonAnimatorView.cs Copy
275     void DeserializeDataContinuously()
276     {
277         if( m_StreamQueue.HasQueuedObjects() == false )
278         {
279             return;
280         }
281
282         for( int i = 0; i < m_SynchronizeLayers.Count; ++i )
283         {
284             if( m_SynchronizeLayers[ i ].SynchronizeType == SynchronizeType.Continuous )
285             {
286                 m_Animator.SetLayerWeight( m_SynchronizeLayers[ i ].LayerIndex, (float)m_StreamQueue.ReceiveNext() );
287             }
288         }
289
290         for( int i = 0; i < m_SynchronizeParameters.Count; ++i )
291         {
292             SynchronizedParameter parameter = m_SynchronizeParameters[ i ];
293
294             if( parameter.SynchronizeType == SynchronizeType.Continuous )
295             {
296                 switch( parameter.Type )
297                 {
298                 case ParameterType.Bool:
299                     m_Animator.SetBool( parameter.Name, (bool)m_StreamQueue.ReceiveNext() );
300                     break;
301                 case ParameterType.Float:
302                     m_Animator.SetFloat( parameter.Name, (float)m_StreamQueue.ReceiveNext() );
303                     break;
304                 case ParameterType.Int:
305                     m_Animator.SetInteger( parameter.Name, (int)m_StreamQueue.ReceiveNext() );
306                     break;
307                 case ParameterType.Trigger:
308
309                     break;
310                 }
311             }
312         }
313     }
File name: PhotonStreamQueue.cs Copy
109     public bool HasQueuedObjects()
110     {
111         return m_NextObjectIndex != -1;
112     }
File name: SocketUdp.cs Copy
60         public override bool Disconnect()
61         {
62             if (this.ReportDebugOfLevel(DebugLevel.INFO))
63             {
64                 this.EnqueueDebugReturn(DebugLevel.INFO, "CSharpSocket.Disconnect()");
65             }
66
67             this.State = PhotonSocketState.Disconnecting;
68
69             lock (this.syncer)
70             {
71                 if (this.sock != null)
72                 {
73                     try
74                     {
75                         this.sock.Close();
76                     }
77                     catch (Exception ex)
78                     {
79                         this.EnqueueDebugReturn(DebugLevel.INFO, "Exception in Disconnect(): " + ex);
80                     }
81
82                     this.sock = null;
83                 }
84             }
85
86             this.State = PhotonSocketState.Disconnected;
87             return true;
88         }
File name: SocketUdp.cs Copy
161         public void ReceiveLoop()
162         {
163             byte[] inBuffer = new byte[this.MTU];
164             while (this.State == PhotonSocketState.Connected)
165             {
166                 try
167                 {
168                     int read = this.sock.Receive(inBuffer);
169                     this.HandleReceivedDatagram(inBuffer, read, true);
170                 }
171                 catch (Exception e)
172                 {
173                     if (this.State != PhotonSocketState.Disconnecting && this.State != PhotonSocketState.Disconnected)
174                     {
175                         if (this.ReportDebugOfLevel(DebugLevel.ERROR))
176                         {
177                             this.EnqueueDebugReturn(DebugLevel.ERROR, "Receive issue. State: " + this.State + " Exception: " + e);
178                         }
179
180                         this.HandleException(StatusCode.ExceptionOnReceive);
181                     }
182                 }
183             } //while Connected receive
184
185             // on exit of the receive-loop: disconnect socket
186             this.Disconnect();
187         }

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