// Constructors. UNetWeaver needs basic constructor. public UnitParameters() { Class = ClassTag.None; Facing = Direction.Down; RandomSeed = System.Guid.NewGuid().GetHashCode(); }
public UnitParameters(ClassTag clas, Direction facing = Direction.Down) { Class = clas; Facing = facing; RandomSeed = System.Guid.NewGuid().GetHashCode(); }
public static void getProductClassesFromTemp() { List <string> pClasses = getProductClassesStrings(); foreach (var item in pClasses) { // TODO не создавать одинаковые тэги //Console.WriteLine("Input: "); //string str = Console.ReadLine(); //Console.WriteLine("ParentId: "); //int? parent = Convert.ToInt32(Console.ReadLine()); string[] parts = item.Split(':'); string name = parts[0].Split('"')[1]; List <string> tags = parts[1].Split('"').Where((it, index) => index % 2 != 0).ToList(); ProductClassRepository productClassRepository = new ProductClassRepository(); ProductClass productClass = productClassRepository.CreateProductClass(name, null, null); TagRepository tagRepository = new TagRepository(); ClassTagRepository classTagRepository = new ClassTagRepository(); if (tags.Any()) { foreach (var tagName in tags) { Tag tag = tagRepository.CreateTag(tagName); ClassTag classTag = classTagRepository.CreateClassTag(productClass.Id, tag.Id); } } } }
// returns a random class tag private static ClassTag GetRandomClass() { var classes = (ClassTag[])Enum.GetValues(typeof(ClassTag)); ClassTag clas = classes[Random.Range(0, classes.Length)]; return(clas != ClassTag.None ? clas : GetRandomClass()); }
internal EntityCommands(Function function) : base(function) { Data = new ClassData(function); Tag = new ClassTag(function); Score = new ClassScore(function); Effect = new ClassEffect(function); Item = new ClassItem(function); Attribute = new ClassAttribute(function); }
public ClassTag CreateClassTag(int classId, int tagId) { using (var cc = new CustomersContext()) { ClassTag classTag = cc.ClassTags.Add(new ClassTag() { ClassId = classId, TagId = tagId }); cc.SaveChanges(); return(classTag); } }
// Constructor. public BasicUnit(Cell cell, Direction facing, ClassTag clas) { Cell = cell; if (cell != null) { Cell.Unit = this; } Facing = facing; Class = Class.GetNewClass(clas, this); foreach (Action action in Class.Actions.Values) { AddAction(action); } }
// Returns a corresponding unit prefab. public GameObject GetUnitPrefab(ClassTag clas) { switch (clas) { case ClassTag.Rogue: return(Rogue); case ClassTag.Wizard: return(Wizard); case ClassTag.Warrior: return(Warrior); default: return(Rogue); } }
// Gets new class from class tag. public static Class GetNewClass(ClassTag tag, BasicUnit unit) { Class clas; switch (tag) { case ClassTag.Rogue: clas = new Rogue(unit); break; case ClassTag.Wizard: clas = new Wizard(unit); break; case ClassTag.Warrior: clas = new Warrior(unit); break; default: clas = null; break; } return(clas); }
public void OnWizardClick() { SetSelectionColors(0.7f, 0.7f, 1); _selectedClass = ClassTag.Wizard; }
public void OnWarriorClick() { SetSelectionColors(0.7f, 1, 0.7f); _selectedClass = ClassTag.Warrior; }
public void OnRogueClick() { SetSelectionColors(1, 0.7f, 0.7f); _selectedClass = ClassTag.Rogue; }