public IActionResult AddPlease(Coast Coast)
        {
            db.Coast.Add(Coast);
            db.SaveChanges();

            return(RedirectToAction("Add"));
        }
Beispiel #2
0
    public void loadResources()
    {
        LeftCoast  = new Coast(-1);
        RightCoast = new Coast(1);
        boat       = new Boat();
        water      = new Water();
        for (int i = 0; i < 3; i++)
        {
            Debug.Log("ok");
            Character newCharacter = new Character(0);
            newCharacter.setName("priest" + i);
            newCharacter.setPosition(RightCoast.getEmptyPosition());
            newCharacter.getOnCoast(RightCoast);
            RightCoast.getOnCoast(newCharacter);

            characters[i] = newCharacter;
        }
        for (int i = 0; i < 3; i++)
        {
            Character newCharacter = new Character(1);
            newCharacter.setName("devil" + i);
            newCharacter.setPosition(RightCoast.getEmptyPosition());
            newCharacter.getOnCoast(RightCoast);
            RightCoast.getOnCoast(newCharacter);

            characters[i + 3] = newCharacter;
        }
    }
        public IActionResult ChangeAdd(Coast Coast)
        {
            db.Coast.Add(Coast);
            db.SaveChanges();

            return(RedirectToAction("Index"));
        }
Beispiel #4
0
 public void reset()
 {
     Cmove.reset();
     coast = (Director.getInstance().currentSceneController as main).RightCoast;
     getOnCoast(coast);
     setPosition(coast.getEmptyPosition());
     coast.getOnCoast(this);
 }
Beispiel #5
0
        /// <summary>
        /// Generated by visual studio
        /// </summary>
        /// <returns>
        /// Elements Hash Code
        /// </returns>
        public override int GetHashCode()
        {
            var hashCode = 632013715;

            hashCode = hashCode * -1521134295 + EqualityComparer <string> .Default.GetHashCode(Name);

            hashCode = hashCode * -1521134295 + Coast.GetHashCode();
            hashCode = hashCode * -1521134295 + Id.GetHashCode();
            return(hashCode);
        }
Beispiel #6
0
    public void LoadResources()
    {
        GameObject water = Instantiate(Resources.Load("Prefabs/Water", typeof(GameObject)), water_pos, Quaternion.identity, null) as GameObject;

        water.name = "water";
        boat       = new Boat();
        fromCoast  = new Coast("start");
        toCoast    = new Coast("end");

        loadCharacter();
    }
 public void LoadResources()
 {
     Debug.Log("load resources");
     current_coast = 0;
     water_surface = Instantiate(Resources.Load("water_surface"), new Vector3(-100, 0, -100), Quaternion.identity) as GameObject;
     coasts        = new Coast[2];
     coasts [0]    = new Coast(new Vector3(-6, 0, 0), 0);
     coasts [1]    = new Coast(new Vector3(6, 0, 0), 1);
     boat          = new Boat();
     characters    = new Character[6];
     for (int i = 0; i < 6; i++)
     {
         characters [i] = new Character(i % 2, i);
         coasts [i % 2].getOnCoast(characters [i]);
     }
 }
Beispiel #8
0
    public void ClickCharacter(Character input)
    {
        if (input.characterStatus == 1)//0在岸上,1在船上
        {
            Coast coast;
            Debug.Log(boat.BoatPosStatus);
            if (boat.BoatPosStatus == -1)
            {
                coast = LeftCoast;
            }
            else
            {
                coast = RightCoast;
            }
            boat.GetOffBoat(input.getName());
            Debug.Log(coast.getEmptyPosition());
            input.moveToPosition(coast.getEmptyPosition());
            input.getOnCoast(coast);
            coast.getOnCoast(input);
        }
        else
        {
            Coast coast = input.getCoast();

            if (boat.getEmptyIndex() == -1)
            {
                return;
            }
            //Debug.Log(coast.TypeOfCoast);
            //Debug.Log(boat.BoatPosStatus);
            //Debug.Log(coast.TypeOfCoast);
            //Debug.Log(boat.BoatPosStatus);
            if (coast.TypeOfCoast != boat.BoatPosStatus)
            {
                return;
            }
            //Debug.Log("ClickCharacter");
            coast.getOffCoast(input.getName());
            //Debug.Log(boat.getEmptyPosition());
            input.moveToPosition(boat.getEmptyPosition());
            input.getOnBoat(boat);
            boat.GetOnBoat(input);
        }
        Debug.Log(gameStatus());
        simplegui.status = gameStatus();
    }
Beispiel #9
0
    public void LoadResources()
    {
        //water = new Water(Instantiate(Resources.Load("Prefabs/Water")) as GameObject);
        //water.SetPosition(new Vector3(0, 0.2f, 0));
        //water.SetScale(new Vector3(5.6f, 0.4f, 1));
        //water.Init();

        coastL = new Coast(Instantiate(Resources.Load("Prefabs/Coast")) as GameObject, "left");
        coastL.SetPosition(new Vector3(-4.7f, 0.5f, 0));
        coastL.SetScale(new Vector3(3.8f, 1, 1));
        coastL.Init(false);

        coastR = new Coast(Instantiate(Resources.Load("Prefabs/Coast")) as GameObject, "right");
        coastR.SetPosition(new Vector3(4.7f, 0.5f, 0));
        coastR.SetScale(new Vector3(3.8f, 1, 1));
        coastR.Init(false);

        boat = new Boat(Instantiate(Resources.Load("Prefabs/Boat")) as GameObject, "boat");
        boat.gameObject.AddComponent(typeof(ClickGUI));
        boat.SetPosition(new Vector3(2.1f, 0.55f, 0));
        boat.SetScale(new Vector3(1.4f, 0.3f, 1));
        boat.Init();

        for (int i = 0; i < 3; ++i)
        {
            preists[i] = new Character(Instantiate(Resources.Load("Prefabs/Preist")) as GameObject, "preist");
            ClickGUI clickGUI = preists[i].gameObject.AddComponent(typeof(ClickGUI)) as ClickGUI;
            clickGUI.character            = preists[i];
            preists[i].clickGUI           = clickGUI;
            preists[i].clickGUI.character = preists[i];
            preists[i].SetPosition(coastR.GetEmptyPosition());
            preists[i].SetScale(new Vector3(0.4f, 0.4f, 0.4f));
        }

        for (int i = 0; i < 3; ++i)
        {
            devils[i] = new Character(Instantiate(Resources.Load("Prefabs/Devil")) as GameObject, "devil");
            ClickGUI clickGUI = devils[i].gameObject.AddComponent(typeof(ClickGUI)) as ClickGUI;
            clickGUI.character           = preists[i];
            devils[i].clickGUI           = clickGUI;
            devils[i].clickGUI.character = devils[i];
            devils[i].SetPosition(coastR.GetEmptyPosition());
            devils[i].SetScale(new Vector3(0.4f, 0.4f, 0.4f));
        }
    }
Beispiel #10
0
 public void OnClickedCharacter(Character characterController)
 {
     if (ifGameover)
     {
         return;
     }
     if (characterController.isOnBoat())
     {
         Coast whichCoast;
         if (boat.getToOrFrom() == -1)
         {
             whichCoast = toCoast;
         }
         else
         {
             whichCoast = fromCoast;
         }
         boat.GetOffBoat(characterController.getName());
         actionManager.moveCharacter(characterController.getGameObject(), whichCoast.getEmptyPosition());
         characterController.getOnCoast(whichCoast);
         whichCoast.getOnCoast(characterController);
     }
     else
     {
         Coast whichCoast = characterController.getCoastController();
         if (boat.getEmptyIndex() == -1)
         {
             return;                             //boat is full;
         }
         if (whichCoast.getStartOrEnd() != boat.getToOrFrom())
         {
             return;                                                     //不在同一侧
         }
         whichCoast.getOffCoast(characterController.getName());
         actionManager.moveCharacter(characterController.getGameObject(), boat.getEmptyPosition());
         //characterController.moveToPosition();
         characterController.getOnBoat(boat);
         boat.GetOnBoat(characterController);
     }
     userGUI.status = checkGameOver();
     ifGameover     = userGUI.status != 0 ? true : false;
 }
Beispiel #11
0
        public static GameObject GenerateChunk(int chunkX, int chunkY, int chunkSize)
        {
            var map = new float[chunkSize, chunkSize];

//            ContinentalShelf.GenerateShelf(ref map, chunkX, chunkY);
            Coast.GenerateCoast(ref map, chunkX, chunkY);
            Transformation2D.Translate(ref map, 1f);
            Transformation2D.Scale(ref map, 0.5f);

            var terrainData = new TerrainData();

            terrainData.SetHeights(0, 0, map);
            terrainData.size = new Vector3(chunkSize, 300f, chunkSize);
            var chunk = Terrain.CreateTerrainGameObject(terrainData);

            chunk.transform.position = new Vector3(chunkX * (chunkSize - 1), 0, chunkY * (chunkSize - 1));
            chunk.GetComponent <Terrain>().Flush();

            return(chunk);
        }
Beispiel #12
0
 public void reset()
 {
     EditorSceneManager.LoadScene(0);
     Coast.reset();
     BoatController.reset();
 }
Beispiel #13
0
 public static Token ToOrderFormat(Coast coast)
 {
     switch( coast )
     {
         case Coast.NoCoast:
             return null;
         case Coast.North:
             return Token.NCS;
         case Coast.Northeast:
             return Token.NEC;
         case Coast.East:
             return Token.ECS;
         case Coast.Southeast:
             return Token.SEC;
         case Coast.South:
             return Token.SCS;
         case Coast.Southwest:
             return Token.SWS;
         case Coast.West:
             return Token.WCS;
         case Coast.Northwest:
             return Token.NWC;
         default:
             Trace.WriteLineIf(mySwitch.Enabled,
                 string.Format(CultureInfo.InvariantCulture,
                 ErrorMessages.Util_UnknownCoast),
                 traceCategory);
             Debug.Assert(false);
             return null;
     }
 }
Beispiel #14
0
 public void getOnCoast(Coast input)
 {
     character.transform.parent = null;
     characterStatus            = 0;
     coast = input;
 }
Beispiel #15
0
 /// <summary>Gets the <see cref="Location"/> in the <see cref="Province"/>.
 /// </summary>
 /// <param name="unitType">Unit type.</param>
 /// <param name="coast">Coast.</param>
 /// <returns><c>null</c> if the <see cref="Location"/> doesn't exist.</returns>
 public Location GetLocation(UnitType unitType, Coast coast)
 {
     Location loc = new Location(this, unitType, coast);
     if (!locations.Contains(loc))
     {
         return null;
     }
     else
     {
         return locations[locations.IndexOf(loc)];
     }
 }
Beispiel #16
0
        private void GenerateRectangleIsland(Rectangle island)
        {
            var random   = new Random();
            int distance = 1;
            var tiles    = _world.GetTilesInRectangle(island);

            foreach (var tile in tiles)
            {
                //
                if (tile.Y > _world.Height - 5)
                {
                    var winter = new Tundra(tile.X, tile.Y, tile.Cell);
                    _world.SetTileProperty(winter, tile.X, tile.Y, true, true, false);
                }
                else if (tile.Y > _world.Height - 10)
                {
                    var desert = new Dessert(tile.X, tile.Y, tile.Cell);
                    _world.SetTileProperty(desert, tile.X, tile.Y, true, true, false);
                }
                else if (tile.Y < 5)
                {
                    var winter = new Tundra(tile.X, tile.Y, tile.Cell);
                    _world.SetTileProperty(winter, tile.X, tile.Y, true, true, false);
                }
                else if (tile.Y < 10)
                {
                    var desert = new Dessert(tile.X, tile.Y, tile.Cell);
                    _world.SetTileProperty(desert, tile.X, tile.Y, true, true, false);
                }
                else
                {
                    var tileType = random.Next(0, 99);
                    if (tileType < 30)
                    {
                        var plains = new Plains(tile.X, tile.Y, tile.Cell);
                        _world.SetTileProperty(plains, tile.X, tile.Y, true, true, false);
                    }
                    else if (tileType < 50)
                    {
                        var Forest = new Plains(tile.X, tile.Y, tile.Cell);
                        _world.SetTileProperty(Forest, tile.X, tile.Y, true, true, false);
                    }
                    else if (tileType < 65)
                    {
                        var hill = new Hills(tile.X, tile.Y, tile.Cell);
                        _world.SetTileProperty(hill, tile.X, tile.Y, true, true, false);
                    }
                    else if (tileType < 75)
                    {
                        var mountain = new Mountain(tile.X, tile.Y, tile.Cell);
                        _world.SetTileProperty(mountain, tile.X, tile.Y, true, true, false);
                    }
                    else if (tileType < 90)
                    {
                        var marsh = new Marsh(tile.X, tile.Y, tile.Cell);
                        _world.SetTileProperty(marsh, tile.X, tile.Y, true, true, false);
                    }
                    else
                    {
                        var plain = new Plains(tile.X, tile.Y, tile.Cell);
                        _world.SetTileProperty(plain, tile.X, tile.Y, true, true, false);
                    }
                }
            }

            var beachTiles =
                _world.GetTilesAlongLine(island.Left - distance, island.Top - distance, island.Right, island.Top - distance).ToList();

            beachTiles.
            AddRange(_world.GetTilesAlongLine(island.Left - distance, island.Bottom, island.Right, island.Bottom));
            beachTiles.
            AddRange(_world.GetTilesAlongLine(island.Left - distance, island.Top - distance, island.Left - distance, island.Bottom));
            beachTiles.
            AddRange(_world.GetTilesAlongLine(island.Right, island.Top - distance, island.Right, island.Bottom));
            foreach (var t in beachTiles)
            {
                var coast = new Coast(t.X, t.Y, t.Cell);
                _world.SetTileProperty(coast, t.X, t.Y, true, true, false);
            }
        }
Beispiel #17
0
        /// <summary>Creates a new <see cref="Location"/> instance.
        /// </summary>
        /// <param name="province">Province.</param>
        /// <param name="unitType">Unit type.</param>
        public Location(Province province, UnitType unitType)
        {
            Robustness.ValidateArgumentNotNull("province", province);

            //Make sure that a bicoastal province has a coast for a fleet
            Debug.Assert(!(province.IsBicoastal && unitType == UnitType.Fleet));

            this.province = province;
            this.unitType = unitType;
            this.coast = Coast.NoCoast;
            this.adjacentLocations = new LocationCollection();
        }
Beispiel #18
0
        /// <summary>Creates a new <see cref="Location"/> instance.
        /// </summary>
        /// <param name="province">Province.</param>
        /// <param name="unitType">Unit type.</param>
        /// <param name="coast">Coast.</param>
        public Location(Province province, UnitType unitType, Coast coast)
        {
            Robustness.ValidateArgumentNotNull("province", province);

            //Make sure that we do not enter a coast for an Army
            Debug.Assert(unitType == UnitType.Army ? coast == Coast.NoCoast : true);
            //Make sure that the province is a coastal province if there is a coast specified
            Debug.Assert(coast != Coast.NoCoast ? province.IsCoastal : true);

            this.province = province;
            this.unitType = unitType;
            this.coast = coast;
            this.adjacentLocations = new LocationCollection();
        }