public void SetBonus(Bonuses bonusId) { var spriteName = $"Sprites/{bonusId}"; var sprite = Resources.Load <Sprite>(spriteName); _spriteBonus.sprite = sprite; }
public ActionResult Index(FormCollection form) { Output.Write("Employee Salary Id is: " + BonusesController.EmployeeSalaryId); EmployeeSalary employeeSalary = employeeSalaryService.Get(BonusesController.EmployeeSalaryId); Bonus mainBonus = mainBonusService.Get(employeeSalary.BonusId); int bonusAmount = Int32.Parse(form["BonusAmount"]); Bonuses bonus = new Bonuses { BonusId = mainBonus.BonusId, BonusValue = bonusAmount, BonusDescription = form["BonusReason"] }; Output.Write("Employee Salary Id is: " + employeeSalary.EmployeeSalaryId); Output.Write("Bonus id is: " + mainBonus.BonusId); Output.Write("Bonus amount is: " + bonusAmount); mainBonus.BonusValue += bonusAmount; mainBonusService.Update(mainBonus, mainBonus.BonusId); bonusComponentService.Insert(bonus); //new ServiceFactory().Create<Employee>().GetAll(); //ServiceFactory.GetCommonViewService().AssignBonusToEmployee(bonus, Int32.Parse(form["EmpId"])); return(RedirectToAction("EmployeeDisplay", "EmployeeEvaluations")); }
public void PerfectHit(IngredientSO ingredient, Transform lastIngredient) { SetLastIngredient(lastIngredient); _allIngredientsOnTheBurger++; _countPerfectHIt++; //SoundManager.instance.BurgerHitSound(); if (_countPerfectHIt == _perfectHitToStaggerZero) { Bonuses.StopStagger(); GameManager.instance.SetPerfektHitFX(lastIngredient.position + Vector3.up / 6); SoundManager.instance.PerfectHitSound(); _countPerfectHIt = 0; } else { SoundManager.instance.PerfectHitTypesSound(); } ingredientHit = Hit.Perfect; Score.instance.ChangeScoreWhenHit(GameManager.instance.GetPerfectHitScore(), ingredientHit); PlayerControl.instance.HitOnTheBurger(); _missionManager.MissionDo(Hit.Perfect, ingredient); IngredientOnTheBurger(ingredient); }
public Roller(string name, int val) { this.name = name != null ? name : "default"; this.value = val; this.bonuses = new Bonuses(); this.totalBonus = bonuses.getBon(); }
private Direction?SendTick(Player player) { return(player.Client.SendRequestInput( new RequestInput { tick_num = Tick, players = Players.ToDictionary( x => x == player ? "i" : x.Id.ToString(), x => new RequestInput.PlayerData { position = x.Pos, lines = x.Lines.ToArray(), territory = x.Territory.Points.ToArray(), direction = x.Dir, score = x.Score, bonuses = x.Bonuses.Select( b => new RequestInput.BonusState { type = b.Type, ticks = b.RemainingTicks }) .ToArray() }), bonuses = Bonuses.Select( x => new RequestInput.BonusData { position = x.Pos, type = x.Type }) .ToArray() }) .Command); }
public override void OnResponse(RelayInfo info) { if (info.ButtonID >= 100) { int id = info.ButtonID - 100; if (id >= 0 && id < Skills.Length) { Selection = Skills[id]; SendGump(new GenericConfirmCallbackGump <ApplySkillBonusGump>(User, User.Skills[Selection].Info.Name, 1155611, this, null, (m, gump) => { if (gump.Item.IsChildOf(gump.User.Backpack) || gump.User.Items.Contains(gump.Item)) { gump.User.SendLocalizedMessage(1155612); // A skill bonus has been applied to the item! Bonuses.SetValues(gump.Index, gump.Selection, gump.Value); gump.Item.InvalidateProperties(); } }, (m, gump) => { gump.Refresh(); })); } } }
private HashSet <V> GetBusyPoints() { return(new HashSet <V>( Players.Select(x => x.Pos) .Concat(Bonuses.Select(x => x.Pos)) .Concat(Players.SelectMany(x => x.Lines)))); }
public void DropBonus(Bonuses bonusId, Vector2 position) { // TODO: заменить пулом объектов var template = Resources.Load <BonusView>("Prefabs/BonusView"); var instance = GameObject.Instantiate(template); IBonus bonus = new Bonus(bonusId, position, instance); _bonuses.Add(bonus); bonus.Picked += OnBonusPicked; bonus.Over += OnBonusOver; void OnBonusPicked(object sender, EventArgs eventArgs) { bonus.Picked -= OnBonusPicked; BonusPicked?.Invoke(this, bonusId); Release(bonus); } void OnBonusOver(object sender, EventArgs eventArgs) { bonus.Over -= OnBonusOver; Release(bonus); } }
/// <summary> /// Allows the game to perform any initialization it needs to before starting to run. /// This is where it can query for any required services and load any non-graphic /// related content. Calling base.Initialize will enumerate through any components /// and initialize them as well. /// </summary> protected override void Initialize() { base.Initialize(); //контроллер _keyboardController = new KeyboardController(this); //игрок Player = new Player(_PlayerTexture); Player._laser = _PlayerLaser; Player.SetPosition(120, graphics.PreferredBackBufferHeight / 2); Player.SetScale(0.5f); _keyboardController.Attach(Player); //фон Background = new Background(_t); //астероиды _asteroid1 = new Asteroids(_asteroidTexture1, graphics.PreferredBackBufferWidth, graphics.PreferredBackBufferHeight); _asteroid2 = new Asteroids(_asteroidTexture2, graphics.PreferredBackBufferWidth, graphics.PreferredBackBufferHeight); _asteroid3 = new Asteroids(_asteroidTexture3, graphics.PreferredBackBufferWidth, graphics.PreferredBackBufferHeight); _asteroid4 = new Asteroids(_asteroidTexture4, graphics.PreferredBackBufferWidth, graphics.PreferredBackBufferHeight); _asteroid5 = new Asteroids(_asteroidTexture5, graphics.PreferredBackBufferWidth, graphics.PreferredBackBufferHeight); //бонусы _bonusHeals = new Bonuses(_heart); _bonusHeals.SetPosition(500, 500); _bonusHeals.SetScale(0.6f); _bonusHeals.SetVelocity(new Vector2(-1, 0)); }
private void Start() { switch (Random.Range(0, 4)) { case 0: GetComponent <SpriteRenderer>().sprite = DoubleDamageSprite; bonus = Bonuses.DoubleDamage; value = 5f; break; case 1: GetComponent <SpriteRenderer>().sprite = HeartSprite; bonus = Bonuses.Heal; value = 10f; break; case 2: GetComponent <SpriteRenderer>().sprite = ShieldSprite; bonus = Bonuses.Shield; value = 5f; break; case 3: GetComponent <SpriteRenderer>().sprite = ThroughBulletsSprite; bonus = Bonuses.ThroughBullets; value = 5f; break; } }
public override void UpdateGoldValueKoef() { var mainStatKoef = MainStat.Koef * MainStat.EnchantKoef; var bonusesKoef = Bonuses.GetValueKoef(); GoldValue.Koef = mainStatKoef * bonusesKoef; }
private void Interact(Vector2 lineOrigin, Vector2 chargePos) { Interactives.Clear(); Bonuses.Clear(); var interactableDetect = Utils.LineCastAll(lineOrigin, chargePos, includeTriggers: true); var interactives = interactableDetect.Where(i => i.transform.CompareTag("Interactive")).ToArray(); foreach (var interactive in interactives) { if (interactive.transform.TryGetComponent(out IActivable activable)) { Interactives.Add(activable); } } var bonuses = interactableDetect.Where(b => b.transform.CompareTag("Bonus")).ToArray(); foreach (var item in bonuses) { if (item.transform.TryGetComponent(out Bonus bonus)) { Bonuses.Add(bonus); } } }
public override void AddBonus(uint bonusIndex, Bonus bonus) { var bonuses = Bonuses.ContainsKey(bonusIndex) ? Bonuses[bonusIndex] : new List <Bonus>(); bonuses.Add(bonus); Bonuses[bonusIndex] = bonuses; }
int GetFinalValue() { int finalValue = BaseValue; Bonuses.ForEach(value => finalValue += value); return(finalValue); }
protected void Page_Load(object sender, EventArgs e) { if (Request.Cookies["user"] == null) { Response.Redirect("~/Default.aspx"); } else { if (!new UserSecurity().CheckFormPermission((int)Global.formSecurity.Bonus, Request.Cookies["user"]["Permission"].ToString())) { Response.Redirect("~/HR/UnAuthorized.aspx"); } } Bonuses bonus = new Bonuses(); DataTable dt = bonus.getList(); ASPxGridView1.DataSource = dt; ASPxGridView1.DataBind(); AddSubmitEvent(); if (!IsPostBack) { if (Request.QueryString["alert"] == "success") { Response.Write("<script>alert('تم الحفظ بنجاح.');</script>"); } } }
public void FillBonuses() { Random random = new Random(); while (Bonuses.Count < CntBonuses) { Point position = new Point(random.Next(0, Width), random.Next(0, Height)); if (IsFreePosition(position, false)) { double chance = random.NextDouble(); if (chance < 0.05) { Bonuses.Add(new GameFieldObject.Bonus.SuperBonus(position)); } else if (chance < 0.25) { Bonuses.Add(new GameFieldObject.Bonus.BonusLife(position)); } else { Bonuses.Add(new GameFieldObject.Bonus.BonusPoints(position)); } } } }
public override void OnResponse(RelayInfo info) { if (info.ButtonID >= 100) { int id = info.ButtonID - 100; if (id >= 0 && id < Skills.Length) { Selection = Skills[id]; if (Core.TOL) // ERA MAY NEED ADJUSTED FOR CLILOC { SendGump(new GenericConfirmCallbackGump <ApplySkillBonusGump>(User, User.Skills[Selection].Info.Name, 1155611, this, null, (m, gump) => { if (gump.Item.IsChildOf(gump.User.Backpack) || gump.User.Items.Contains(gump.Item)) { gump.User.SendLocalizedMessage(1155612); // A skill bonus has been applied to the item! Bonuses.SetValues(gump.Index, gump.Selection, gump.Value); gump.Item.InvalidateProperties(); } }, (m, gump) => { gump.Refresh(); })); } else { TextDefinition text; if (Item is BaseWeapon) { text = 1155611; // Are you sure you wish to apply the selected skill bonus to this weapon? } else { text = 1155611; // Are you sure you wish to apply the selected skill bonus to this item? } SendGump(new GenericConfirmCallbackGump <ApplySkillBonusGump>(User, User.Skills[Selection].Info.Name, text, this, null, (m, gump) => { if (gump.Item.IsChildOf(gump.User.Backpack) || gump.User.Items.Contains(gump.Item)) { gump.User.SendLocalizedMessage(1155612); // A skill bonus has been applied to the item! Bonuses.SetValues(gump.Index, gump.Selection, gump.Value); gump.Item.InvalidateProperties(); } }, (m, gump) => { gump.Refresh(); })); } } } }
private void RecalculateBonuses() { Bonuses.Clear(); foreach (var inventoryItem in Slots.Values) { inventoryItem?.Bonuses.ForEach(b => Bonuses.Add(b)); } }
public Bonus(Bonuses bonusId, Vector3 position, IBonusView view) { View = view; View.SetBonus(bonusId); View.Throw(position, GetThrowedForce()); View.Collision += OnCollision; }
public void StopStagger() { if (GameManager.instance.GetScore() >= _staggeringStopCost) { GameManager.instance.ChangeScore(-_slowDownArrowCost); Bonuses.StopStagger(); } }
public void AddHealtPoint() { if (GameManager.instance.GetScore() >= _addHealtCost) { GameManager.instance.ChangeScore(-_slowDownArrowCost); Bonuses.AddHealtPoint(1); } }
public void SlowDownArrowThrowSpeed() { if (GameManager.instance.GetScore() >= _slowDownArrowCost) { GameManager.instance.ChangeScore(-_slowDownArrowCost); Bonuses.SlowDownArrowThrowSpeed(); } }
public void AddBonus(int value, string condition = "") { var bonus = new Bonus { Value = value, Condition = condition }; Bonuses = Bonuses.Union(new[] { bonus }); }
/// <summary> /// <see cref="IGameFieldView.AddBonus(Bonus, Vector2)"/> /// </summary> public IBonusView AddBonus(Bonus bonusInfo, Vector2 position) { var bonusView = Instantiate(_bonusPrefab, position, new Quaternion(), this.transform); bonusView.BonusParametrs = bonusInfo; Bonuses.Add(bonusView); return(bonusView); }
private void GenerateBonus() { if (Helpers.RandInt(1, Env.BONUS_CHANCE) == 1 && Bonuses.Count < Env.BONUSES_MAX_COUNT) { var pos = Bonus.GenerateCoordinates(Players, GetBusyPoints()); var bonus = availableBonuses.RandArrayItem().Invoke(pos); Bonuses.Add(bonus); } }
//--------------------------------------------------------------------------------------------------------- // GetBonusSprite //--------------------------------------------------------------------------------------------------------- // Gets the correct bonus sprite identifier for the bonus bubble //--------------------------------------------------------------------------------------------------------- public void GetBonusSprite(Bonuses bonusType) { var spriteName = string.Format("bonus_{0}.png", bonusType); BonusSprite = new CCSprite(BonusSpriteSheet.Frames.Find(x => x.TextureFilename.Equals(spriteName))); BonusSprite.AnchorPoint = CCPoint.AnchorMiddle; BonusSprite.Opacity = 0; AddChild(BonusSprite, 1); }
public int GetBonus(EquipableBonusType bonusType) { if (!Bonuses.ContainsKey(bonusType)) { return(0); } return(Bonuses[bonusType]); }
protected override Dictionary <string, object> GetSaveDataContent() { var data = base.GetSaveDataContent(); data.Add(SaveKeyBonuses, new DictionarySaveable(Bonuses.ToDictionary(pair => (object)(int)pair.Key, pair => (object)pair.Value))); data.Add(SaveKeyStatBonuses, new DictionarySaveable(StatBonuses.ToDictionary(pair => (object)(int)pair.Key, pair => (object)pair.Value))); data.Add(SaveKeyLightPower, (int)LightPower); data.Add(SaveKeyDescription, Description); return(data); }
public IQueryable <Core.Data.Bonus> GetCurrentVersionBonuses() { var currentIdVersion = Bonuses .GroupBy(bonus => bonus.Id) .Select(group => new { Id = group.Key, Version = group.Max(obj => obj.Version) }); return(Bonuses .Include(bonus => bonus.Statistic) .Where(bonus => currentIdVersion.Contains(new { bonus.Id, bonus.Version }))); }
/// <summary> /// Обрабатываем столкновения с другими объектами /// </summary> void OnTriggerEnter(Collider other) { switch (other.tag) { case "Bonuses": Bonuses bonus = other.GetComponent <Bonuses>(); FindObjectOfType <Game>().AddScore(bonus.score); switch (bonus.BonusType) { case Bonuses.TypeBounes.PowerUp: foreach (GhostAI g in FindObjectsOfType <GhostAI>()) { g.ChangeMode(GhostAI.ModeBehavior.outrun); } MainController.Instance.SoundEatPowerUp.Play(); break; case Bonuses.TypeBounes.Point: if (--prm.PointsCount <= 0) { FindObjectOfType <Game>().NextLevel(); } MainController.Instance.SoundEatPoint.Play(); break; case Bonuses.TypeBounes.Fruit: MainController.Instance.SoundEatFruit.Play(); break; } bonus.gameObject.SetActive(false); break; case "Ghosts": GhostAI ghost = other.GetComponent <GhostAI>(); MainController.Instance.SoundIntermission.Play(); switch (ghost.BehaviorMode) { case GhostAI.ModeBehavior.chase: case GhostAI.ModeBehavior.around: MainController.Instance.SoundDeath.Play(); FindObjectOfType <Game>().ShowGameMessage(Game.MessageState.kill); break; case GhostAI.ModeBehavior.outrun: ghost.ChangeMode(GhostAI.ModeBehavior.backtobase); FindObjectOfType <Game>().AddScore(200); MainController.Instance.SoundEatGhost.Play(); break; case GhostAI.ModeBehavior.backtobase: break; } break; } }
public BaseVIPDeed() : base(0x14F0) { this.Weight = 1.0; this.LootType = LootType.Blessed; this._Tier = VIPTier.None; this._Bonuses = new Bonuses(); for (int i = 0; i < this._Bonuses.Length; i++) { this._Bonuses[i].Enabled = false; } }
public VIPModule(Mobile from, BaseVIPDeed deed) : base() { this._Canceled = false; this._TimeStarted = DateTime.MinValue; this._ServicePeriod = TimeSpan.Zero; if (deed != null) { this._Tier = deed.Tier; this._Bonuses = deed.Bonuses; } this.LinkMobile(from); }
public static Bonuses CreateBonuses(global::System.Guid ID, float amount, int activityID) { Bonuses bonuses = new Bonuses(); bonuses.ID = ID; bonuses.Amount = amount; bonuses.ActivityID = activityID; return bonuses; }
public override void Deserialize(GenericReader reader) { base.Deserialize(reader); int version = reader.ReadInt(); switch (version) { case 0: { this._Tier = (VIPTier)reader.ReadByte(); this._Bonuses = new Bonuses(reader); break; } } }
public void DeleteBonus(Bonuses BonusesToDelete) { this.Bonuses.Remove(BonusesToDelete); this.SaveChanges(); }
public int UpdateBonus(Bonuses UpdatedBonuses) { var a = this.Bonuses.Find(UpdatedBonuses.ID); //throw exception надо писать? a.Amount = UpdatedBonuses.Amount; a.ActivityID = UpdatedBonuses.ActivityID; int rowsAffected = this.SaveChanges(); return rowsAffected; }
/* CREDO for Bonuses table */ public int AddBonus(Bonuses NewBonus) { NewBonus.ID = Guid.NewGuid(); this.Bonuses.Add(NewBonus); int rowsAffected = this.SaveChanges(); return rowsAffected; }
public override void Deserialize(GenericReader reader) { base.Deserialize(reader); int version = reader.ReadInt(); switch (version) { case 0: { this._Canceled = reader.ReadBool(); this._TimeStarted = reader.ReadDateTime(); this._ServicePeriod = reader.ReadTimeSpan(); this._Bonuses = new Bonuses(reader); break; } } }
public void AddToBonuses(Bonuses bonuses) { base.AddObject("Bonuses", bonuses); }