Beispiel #1
0
 protected override void Start()
 {
     base.Start();
     HouseManager.UpdateSprinklers();
     hasSprinklers = true;
     waterDrop.SetActive(true);
 }
Beispiel #2
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    public void Init()
    {
        boardCardHouses      = new HouseManager[boardPositions.Length];
        boardOwnershipRender = new SpriteRenderer[boardPositions.Length];

        for (int i = 0; i < boardPositions.Length; i++)
        {
            HouseManager manager = boardPositions[i].GetComponentInChildren <HouseManager>();
            if (manager != null)
            {
                boardCardHouses[i] = manager;
            }
            else
            {
                boardCardHouses[i] = null;
            }

            SpriteRenderer render = boardPositions[i].GetComponentInChildren <SpriteRenderer>();
            if (render != null)
            {
                boardOwnershipRender[i] = render;
            }
            else
            {
                boardOwnershipRender[i] = null;
            }
        }
        Debug.Log("Init method in " + gameObject.name);
    }
Beispiel #3
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        internal static bool Prefix(UseableStructure __instance, uint simulation, bool inputSteady, bool ___isUsing, Vector3 ___point)
        {
            UnturnedPlayer player = UnturnedPlayer.FromPlayer(__instance.player);

            if (player.HasPermission("realestate.bypass"))
            {
                return(true);
            }

            if (!___isUsing)
            {
                return(true);
            }

            House house = RealEstate.manager.HouseFromPosition(___point);

            if (house == null && RealEstate.instance.Configuration.Instance.disableBuildingIfNotInHome)
            {
                __instance.player.equipment.dequip();
                RealEstate.instance.TellPlayer(player, RealEstate.instance.Translate("cant_build_outside"), Color.red);
                return(false);
            }

            if (HouseManager.HouseCheck(house, player))
            {
                return(true);
            }

            __instance.player.equipment.dequip();
            RealEstate.instance.TellPlayer(player, RealEstate.instance.Translate("cant_place_structures"), Color.red);
            return(false);
        }
Beispiel #4
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        public ActionResult Index(int pageIndex = 1)
        {
            var houseData = new HouseManager().GetAll();
            var pageList  = new PagedList <House>(houseData, pageIndex, pageSize);

            return(View(pageList));
        }
Beispiel #5
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        public async Task Should_Call_AddAsync()
        {
            //Arrange

            const string name = "House Name";

            var model = new HouseToAdd {
                Name = name
            };

            var entity = new HouseEf {
                Name = name
            };

            _mapperMock.Setup(x => x.Map <HouseEf>(It.IsAny <HouseToAdd>()))
            .Returns(entity);

            _manager = new HouseManager(_mapperMock.Object, _houseRepositoryMock.Object);

            //Act

            await _manager.AddAsync(model);

            //Assert

            _mapperMock.Verify(x => x.Map <HouseEf>(It.IsAny <HouseToAdd>()));
            _houseRepositoryMock.Verify(x => x.AddAsync(entity), Times.Once);
        }
Beispiel #6
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 //库房
 public void storehouse()
 {
     this.DropDownList1.DataSource     = HouseManager.GetStore();
     this.DropDownList1.DataTextField  = "HouseName";
     this.DropDownList1.DataValueField = "HouseID";
     this.DropDownList1.DataBind();
 }
Beispiel #7
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    // Start is called before the first frame update
    void Start()
    {
        SimulationModelInit();

        houseManager    = GameObject.Find("Residence").GetComponent <HouseManager>();
        gameManager     = GameObject.Find("Game Manager").GetComponent <GameManager>();
        strategy        = GameObject.Find("Game Manager").GetComponent <Strategy>();
        hospitalManager = GameObject.Find("Hospitals").GetComponent <HospitalManager>();
        agentMoveScript = GetComponent <AgentMove>();

        int randHospitalIdx = Random.Range(0, hospitalManager.hospitals.Count);

        hospitalToGo   = hospitalManager.hospitals[randHospitalIdx];
        hospitalScript = hospitalToGo.GetComponent <Hospital>();

        if (Random.Range(0.0f, 1.0f) < initalInfectedRate)
        {
            status = health_status.infected;
            GetComponent <MeshRenderer>().material = orange;
            infectedTimeStamp = 0;
            houseManager.IncreInfected();
        }
        else
        {
            status = health_status.healthy;
        }

        sympOnsetTime = Random.Range(5, 10);
    }
Beispiel #8
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        public async Task Should_Call_UpdateAsync()
        {
            //Arrange

            const int houseId = 1;

            var model = new HouseToUpdate
            {
                Id = houseId
            };

            var entity = new HouseEf
            {
                Id = houseId
            };

            _houseRepositoryMock.Setup(x => x.GetByIdAsync(model.Id))
            .ReturnsAsync(entity);

            _mapperMock.Setup(x => x.Map(model, entity))
            .Returns(entity);

            _manager = new HouseManager(_mapperMock.Object, _houseRepositoryMock.Object);


            //Act

            await _manager.UpdateAsync(model);

            //Assert

            _houseRepositoryMock.Verify(x => x.GetByIdAsync(model.Id), Times.Once);
            _mapperMock.Verify(x => x.Map(model, entity));
            _houseRepositoryMock.Verify(x => x.UpdateAsync(entity), Times.Once);
        }
Beispiel #9
0
        internal static bool Prefix(UseableBarricade __instance, uint simulation, bool inputSteady)
        {
            UnturnedPlayer player = UnturnedPlayer.FromPlayer(__instance.player);

            if (player.HasPermission("realestate.bypass"))
            {
                return(true);
            }

            if (GetValue <bool>(__instance, "isUsing", BindingFlags.NonPublic | BindingFlags.Instance))
            {
                if (GetValue <InteractableVehicle>(__instance, "parentVehicle", BindingFlags.NonPublic | BindingFlags.Instance) != null && RealEstate.instance.Configuration.Instance.enableBuildingOnVehicles)
                {
                    return(true);
                }

                House house = RealEstate.manager.HouseFromPosition(GetValue <Vector3>(__instance, "point", BindingFlags.NonPublic | BindingFlags.Instance));

                if (house == null && RealEstate.instance.Configuration.Instance.disableBuildingIfNotInHome)
                {
                    __instance.player.equipment.dequip();
                    UnturnedChat.Say(player, RealEstate.instance.Translate("cant_build_outside"), Color.red);
                    return(false);
                }

                if (!HouseManager.HouseCheck(house, player))
                {
                    __instance.player.equipment.dequip();
                    UnturnedChat.Say(player, RealEstate.instance.Translate("cant_place_barricades"), Color.red);
                    return(false);
                }
            }

            return(true);
        }
Beispiel #10
0
    private IEnumerator UpdateCloud()
    {
        string url = HouseManager.GetBaseUrl();

        Debug.LogFormat("EventSensor.UpdateCloud: {0}", url);

        WWWForm form = new WWWForm();

        form.AddField("houseName", houseName);
        form.AddField("sensorName", sensorName);
        form.AddField("sensorData", sensorValue.ToString());
        form.AddField("sensorType", sensorType);
        using (UnityWebRequest postRequest =
                   UnityWebRequest.Post(url, form)) {
            yield return(postRequest.Send());

            if (postRequest.isError)
            {
                Debug.LogError(postRequest.error);
            }
            else
            {
                Debug.Log("EventSensor updated");
            }
        }
    }
Beispiel #11
0
    public virtual void OnCleanedObject(PlayerInteractionController interactionController)
    {
        Set_ObjectStateToClean();
        HouseManager.InvokeOnObjectStatusCallback((int)ownedByTeam);

        ServiceLocator.GetServiceOfType <EffectsManager>().PlayAudioMultiplayer("Cleaned", volume: 0.25f, spatialBlend: 1, audioMixerGroup: "Sfx");
    }
Beispiel #12
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        public void ClientEvent_acceptEdit(Client player, float X, float Y, float Z, float XX, float YY, float ZZ)
        {
            try
            {
                if (!player.HasData("IS_EDITING"))
                {
                    return;
                }
                House house = HouseManager.GetHouse(player, true);
                if (house == null)
                {
                    Notify.Send(player, NotifyType.Error, NotifyPosition.BottomCenter, $"У Вас нет дома", 3000);
                    return;
                }
                int id = player.GetData("EDIT_ID");
                HouseFurnitures[house.ID][id].IsSet = true;
                Vector3 pos = new Vector3(X, Y, Z);
                Vector3 rot = new Vector3(XX, YY, ZZ);

                HouseFurnitures[house.ID][id].Position = pos;
                HouseFurnitures[house.ID][id].Rotation = rot;
                house.DestroyFurnitures();
                house.CreateAllFurnitures();
                player.ResetData("IS_EDITING");
                return;
            } catch (Exception e) { Log.Write("acceptEdit: " + e.Message, nLog.Type.Error); }
        }
Beispiel #13
0
    // Sets the next action based on the person's state
    private bool SetAction()
    {
        int personLoc = PersonLocFromPosition();

        switch (state)
        {
        case PersonState.TARGET_SET:
            goto case PersonState.WANDER_SET;

        // Finds a path to the goal
        case PersonState.WANDER_SET:
            path = Pathfinder.FindPathToHouse(personLoc, goalIndex);
            return(true);

        // Finds a path to a random goal if there are houses and available space, otherwise changes to wander
        case PersonState.TARGET_RANDOM:
            if (HouseManager.houses.Count == 0 || !HouseManager.AnyStallSpaceAnywhere())
            {
                state = PersonState.WANDER;
                goto default;
            }
            else
            {
                goalIndex = HouseManager.GetRandomHouse();
                path      = Pathfinder.FindPathToHouse(personLoc, goalIndex);
            }
            return(true);

        // Finds a path to a random not burning house if there are houses that aren't burning, otherwise changes to wander
        case PersonState.TARGET_RANDOM_NOTBURNING:
            if (HouseManager.houses.Count == 0 || !HouseManager.AnyHousesNotBurning())
            {
                state = PersonState.WANDER;
                goto default;
            }
            else
            {
                goalIndex = HouseManager.GetRandomNotBurningHouse();
                path      = Pathfinder.FindPathToHouse(personLoc, goalIndex);
            }
            return(true);

        // Stalls
        case PersonState.STALL:
            StopAllCoroutines();
            StartCoroutine(Stall());
            return(false);

        // Attacks
        case PersonState.ATTACK:
            StopAllCoroutines();
            Attack();
            return(false);

        // Finds a path to an exit
        default:
            path = Pathfinder.FindPath(state, personLoc);
            return(true);
        }
    }
Beispiel #14
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        public ActionResult Index(int userId, int pageIndex = 1)
        {
            var houseData = new HouseManager().GetAllByUserId(userId);
            var pageList  = new PagedList <House>(houseData == null ? new List <House>() : houseData, pageIndex, pageSize);

            return(View(pageList));
        }
Beispiel #15
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    public void OnBeginDrag(PointerEventData eventData)
    {
        GameObject   houseManager = GameObject.Find("House Manager");
        HouseManager HM           = houseManager.GetComponent <HouseManager> ();

        HM.heldPanel = this;
    }
Beispiel #16
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    void AssignNewDestination()
    {
        //if not home, go home. If at home, go somewhere else
        destinationIsHome = !destinationIsHome;

        if (destinationIsHome) //return home
        {
            destination = new Vector2(myHouse.house.position.x, myHouse.house.position.z);
        }
        else //visit neighbor's house
        {
            List <HouseManager> viableHouses = GetNearbyHouses();
            if (viableHouses.Count > 0)
            {
                destinationHouse = viableHouses[Random.Range(0, viableHouses.Count)];
                destination      = new Vector2(destinationHouse.house.position.x, destinationHouse.house.position.z);
            }
            else
            {
                StartCoroutine(AnimateIdle());
                return;
            }
        }

        if (destination != new Vector2(transform.position.x, transform.position.z))
        {
            StartCoroutine(WalkToDestination());
            StartCoroutine(AnimateWalking());
        }
        else
        {
            StartCoroutine(AnimateIdle());
        }
    }
Beispiel #17
0
    // private int searchLimit = 100;

    public void SetUp(ScenarioData scenario, IntPoint2D startTile, ScenarioMgr.Direction startingDir, bool wandering,
                      IntPoint2D dest, HouseManager house, bool movingIn)
    {
        Debug.Log("in citizen set up");
        scenarioInfo   = scenario;
        facing         = startingDir;
        curTile        = startTile;
        this.wandering = wandering;
        this.destTile  = dest;
        Debug.Log("start tile: " + startTile.ToString());
        Debug.Log("dest tile: " + destTile.ToString());
        this.myHouse  = house;
        this.movingIn = movingIn;
        havePath      = false;
        startPath     = false;
        if (!wandering)
        {
            Debug.Log("Starting TakePath Coroutine from SetUp");
            StartCoroutine(TakePath());
        }
        else
        {
            StartCoroutine(Wander());
        }
    }
    // Start is called before the first frame update
    void Start()
    {
        myHouseManager = GetComponentInParent <HouseManager>();
        myGameManager  = FindObjectOfType <GameManager>();

        GetSatisfactionTollerance();
    }
Beispiel #19
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        /// <summary>
        /// Initializes all event handlers
        /// Add all event handlers here
        /// </summary>
        private void InitEvents()
        {
            // TODO: change to use character
            RegisterEvent("EVENT_REQUEST_ENTER_HOUSE", HouseManager.Instance(), "RequestEnterHouse");
            RegisterEvent("EVENT_REQUEST_EXIT_HOUSE", HouseManager.Instance(), "RequestExitHouse");
            RegisterEvent("EVENT_REQUEST_CREATE_ACCOUNT", PlayerManager.Instance(), "RequestCreateAccount");
            RegisterEvent("EVENT_REQUEST_SELECT_CHARACTER", PlayerManager.Instance(), "RequestSelectCharacter");
            RegisterEvent("EVENT_REQUEST_CREATE_CHARACTER_MENU", PlayerManager.Instance(), "RequestCreateCharacterMenu");
            RegisterEvent("EVENT_REQUEST_CREATE_CHARACTER", PlayerManager.Instance(), "RequestCreateCharacter");
            RegisterEvent("EVENT_REQUEST_OWNED_HOUSES", HouseManager.Instance(), "SendListOfOwnedHousesToClient");
            RegisterEvent("EVENT_SET_PLAYER_USING_PHONE", PlayerManager.Instance(), "SetPlayerUsingPhone");
            RegisterEvent("EVENT_SET_PLAYER_NOT_USING_PHONE", PlayerManager.Instance(), "SetPlayerPhoneOut");
            RegisterEvent("EVENT_SEND_TEXT_MESSAGE", PlayerManager.Instance(), "TrySendTextMessage");
            RegisterEvent("EVENT_ADD_PHONE_CONTACT", PlayerManager.Instance(), "TryAddNewContact");
            RegisterEvent("EVENT_REMOVE_PHONE_CONTACT", PlayerManager.Instance(), "TryDeleteContact");
            RegisterEvent("EVENT_REMOVE_TEXT_MESSAGE", PlayerManager.Instance(), "TryDeleteTextMessage");
            RegisterEvent("EVENT_START_PHONE_CALL", PlayerManager.Instance(), "TryStartPhoneCall");
            RegisterEvent("EVENT_ACCEPT_PHONE_CALL", PlayerManager.Instance(), "TryAcceptPhoneCall");
            RegisterEvent("EVENT_END_PHONE_CALL", PlayerManager.Instance(), "TryHangupPhoneCall");
            RegisterEvent("EVENT_EXIT_VEHICLE_SHOP", VehicleManager.Instance(), "TryExitVehicleShop");
            RegisterEvent("EVENT_BUY_VEHICLE", VehicleManager.Instance(), "TryPurchaseVehicle");
            RegisterEvent("EVENT_TRY_SPAWN_VEHICLE", VehicleManager.Instance(), "SpawnVehicleForCharacter");
            RegisterEvent("EVENT_TRY_PARK_VEHICLE", VehicleManager.Instance(), "ParkVehicle");
            RegisterEvent("EVENT_TRY_LOCK_VEHICLE", VehicleManager.Instance(), "LockVehicleWithId");
            RegisterEvent("EVENT_TRY_BUY_PARKING_SPOT", VehicleManager.Instance(), "TryPurchasePark");
            RegisterEvent("EVENT_TRY_SET_SPAWN_LOCATION", PlayerManager.Instance(), "SetCharacterSpawnHouse");
            RegisterEvent("EVENT_ACCEPT_JOB", JobManager.Instance(), "TakeJobForClient", Option.OPTION_USES_CHARACTER);
            RegisterEvent("EVENT_TRY_BUY_PROPERTY", HouseManager.Instance(), "TryBuyMarketHouseForCharacter", Option.OPTION_USES_CHARACTER);
            RegisterEvent("EVENT_TRY_USE_ITEM", ItemManager.Instance(), "TryUseItemForCharacter", Option.OPTION_USES_CHARACTER);
            RegisterEvent("EVENT_TRY_BUY_ITEM", ItemManager.Instance(), "TryBuyItemForCharacter", Option.OPTION_USES_CHARACTER);
            RegisterEvent("EVENT_TRY_SELL_ITEM", ItemManager.Instance(), "TrySellItemForCharacter", Option.OPTION_USES_CHARACTER);

            /// Faction events
            RegisterEvent("EVENT_ARREST_CHARACTER", FactionManager.Instance().LawEnforcement(), "ArrestCharacter", Option.OPTION_USES_CHARACTER);
        }
Beispiel #20
0
        static void Main(string[] args)
        {
            var keyunit = new CompanyUnitKey {
                KeyId = 123456, Secret = "9876541236985214"
            };
            IAgentPower agentPower = new AgentPower(keyunit, null);
            //返回的授信数据,可以缓存,不必每次调用都申请
            var dto2 = agentPower.ApplyToken("用户名", "密码");

            if (dto2.IsSuccess)
            {
                HouseManager houseManager = new HouseManager(keyunit, null);
                //只是案例,没有写全字段,录入不成功,具体哪些字段必填,请查看文档
                HouseSaleDTO houseSale = new HouseSaleDTO()
                {
                    ProjName = "王翠山",
                    Price    = 360,
                };
                houseSale.Image1.Add(new Image()
                {
                    Url = "https://baidu.com", Name = "度娘娘"
                });
                var dto = houseManager.Save(dto2.Data, houseSale);
                Console.WriteLine(dto);
            }
            Console.Read();
        }
Beispiel #21
0
 //库区
 public void housedetail()
 {
     this.DropDownList2.DataSource     = HouseManager.GetHouse(Convert.ToInt32(this.DropDownList1.SelectedValue));
     this.DropDownList2.DataTextField  = "SubareaName";
     this.DropDownList2.DataValueField = "ID";
     this.DropDownList2.DataBind();
 }
    public void PerformCard()
    {
        // Houses total values
        int housesTotal = 0;

        // Check if we own houses
        for (int h = 0; h < Game.Instance.CurrentPlayer.propertiesOwned.Count; h++)
        {
            HouseManager manager = Game.Instance.board.boardCardHouses[Game.Instance.CurrentPlayer.propertiesOwned[h]];
            if (manager != null)
            {
                int houseCount = manager.currHouses;
                if (houseCount >= 5)
                {
                    housesTotal += hotelPrice;
                }
                else
                {
                    housesTotal += (housePrice * houseCount);
                }
            }
        }

        // Substract from player and add to parking
        Game.Instance.CurrentPlayer.SubstractCurrency(housesTotal);
        Game.Instance.parkingMoney += housesTotal;

        // Check parking
        Game.Instance.actions.payment.CheckParkingMoney();
    }
Beispiel #23
0
 public void DistributeWater()
 {
     if (isHouse)
     {
         HouseManager mgr = this.building.GetComponent("HouseManager") as HouseManager;
         mgr.ReceiveWater();
     }
 }
Beispiel #24
0
    // Initializes the sprinklers
    private void SetUpSprinklers()
    {
        bool adjacentToMansion = HouseManager.isAdjacentToMansion(this);

        waterDrop = transform.GetChild(4).gameObject;
        waterDrop.SetActive(adjacentToMansion);
        SprinklersOn(adjacentToMansion);
    }
Beispiel #25
0
    //private Image myImage;

    void Start()
    {
        //myImage = this.transform.GetChild(0).GetComponent<Image>();
        Asset            = Camera.main.GetComponent <AssetManager>();
        House            = this.GetComponent <HouseManager>();
        filePath         = MsgCenter._instance.WWWURL + "Scene.xml";
        GameSearch.group = transform.parent.GetComponent <ToggleGroup>();
    }
Beispiel #26
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    // Use this for initialization
    void Start()
    {
        int r = Random.Range(0, 20);

        greatestFear = (Themes)Random.Range(0, 20);
        houseManager = GameObject.Find("House Manager").GetComponent <HouseManager> ();
        curRoom      = houseManager.GetFirstRoom();
        GetRoomCenterPoint();
    }
Beispiel #27
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    protected virtual void Awake()
    {
        if (NetworkManager.localPlayerInformation.team == (int)ownedByTeam)
        {
            HouseManager.AddInteractableToObservedLists(null, this);
        }

        Create_ProgressBar();
    }
Beispiel #28
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 public void InitHouse(HouseManager House)
 {
     ID        = House.ID;
     Icon      = House.Icon;
     M_default = House.M_default;
     Map       = House.Map;
     Temp_ID   = House.Temp_ID;
     Corp_ID   = House.Corp_ID;
 }
Beispiel #29
0
        static void Main(string[] args)
        {
            HouseManager houseManager = new HouseManager(new EfHouseDal());

            foreach (var manager in houseManager.GetByPrice(1000, 5000))
            {
                Console.WriteLine(manager.Description);
            }
        }
    private void Awake()
    {
        if (instance != null)
        {
            Destroy(this);
        }
        instance = this;

        houseCanvas = GetComponent <CanvasGroup>();
    }
Beispiel #31
0
	void Awake ()
	{
		instance = this;
		foreach (GameObject go in gos) {
			Item i = go.GetComponent<Item> ();
			if (i == null)
				i = go.AddComponent<Item> ();

			items.Add (i);
		}
	}
Beispiel #32
0
	void OnDestroy () {
		singleton = null;
	}
Beispiel #33
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	void Awake () {
		singleton = this;
		remainingHouses = 32;
	}