public ActionResult AddLakes(Lakes model) { using (_db = new Context()) { if (ModelState.IsValid) { _db.Lakes.Add(model); _db.SaveChanges(); } } return(RedirectToAction("Index", "Home")); }
private void drawLandmass(SKCanvas canvas) { var features = pack.features; var chains = map4Coastline.Paths; var paint = new SKPaint() { IsAntialias = true }; chains.Keys.forEach(f => { var paths = chains[f]; if (features[f].type == "lake") { //landmask paint.Style = SKPaintStyle.Fill; paint.Color = Color.Black.SK(); paint.MaskFilter = null; paths.ForEach(p => canvas.DrawPath(lineGenZ(p), paint)); //lakes var lake = Lakes.find(l => l.name == features[f].group); paint.Style = SKPaintStyle.Fill; paint.Color = lake.fill.ToColor().Opacity(lake.opacity).SK(); paths.ForEach(p => canvas.DrawPath(lineGenZ(p), paint)); paint.Style = SKPaintStyle.Stroke; paint.Color = lake.stroke.ToColor().Opacity(lake.opacity).SK(); paint.StrokeWidth = lake.strokeWidth; paths.ForEach(p => canvas.DrawPath(lineGenZ(p), paint)); } else { //landmask paint.Style = SKPaintStyle.Fill; paint.Color = Color.White.SK(); paint.MaskFilter = null; paths.ForEach(p => canvas.DrawPath(lineGenZ(p), paint)); //coastline var g = features[f].group == "lake_island" ? "lake_island" : "sea_island"; var island = Islands.find(l => l.name == g); paint.Style = SKPaintStyle.Stroke; paint.Color = island.stroke.ToColor().Opacity(island.opacity).SK(); paint.StrokeWidth = island.strokeWidth; //! TODO 滤镜怎么实现 paint.MaskFilter = SKMaskFilter.CreateBlur(SKBlurStyle.Normal, 0.2f); paths.ForEach(p => canvas.DrawPath(lineGenZ(p), paint)); } }); }
void GenerateLakes() { lakes = new Lakes[lakePieces.Randomize]; for (int i = 0; i < lakes.Length; i++) { lakes[i] = new Lakes(); lakes[i].SetUpLakes(lakeXCoord.Randomize, lakeZCoord.Randomize, lakeLength.Randomize, lakeWidth.Randomize); for (int x = 0; x < lakes[i].lakeLength; x++) { int xCoord = lakes[i].xPos + x; for (int z = 0; z < lakes[i].lakeHeight; z++) { int zCoord = lakes[i].zPos + z; grid[xCoord, zCoord].walkable = false; } } } }
public ActionResult AddLakes() { var model = new Lakes(); return(View(model)); }
void GenerateLakes() { lakes = new Lakes[lakePieces.Randomize]; //The amount of lakes is selected here for (int i = 0; i < lakes.Length; i++) { lakes[i] = new Lakes(); lakes[i].SetUpLakes(lakeXCoord.Randomize, lakeZCoord.Randomize, lakeLength.Randomize, lakeWidth.Randomize); //Creates a new lake for each lake. Each lake has its stuff randomized. for (int x = 0; x < lakes[i].lakeLength; x++) { int xCoord = lakes[i].xPos + x; for (int z = 0; z < lakes[i].lakeHeight; z++) { int zCoord = lakes[i].zPos + z; tiles[xCoord][zCoord] = TileType.Water; //Sets the tile number to be assigned to become a water tile during CreateGrid(); } } } }