public ActionResult DeleteConfirmed(int id) { Recovering recovering = db.recoverings.Find(id); db.recoverings.Remove(recovering); db.SaveChanges(); return(RedirectToAction("Index")); }
public ActionResult Edit([Bind(Include = "RecoveringId,PeoplesId")] Recovering recovering) { if (ModelState.IsValid) { db.Entry(recovering).State = EntityState.Modified; db.SaveChanges(); return(RedirectToAction("Index")); } return(View(recovering)); }
public ActionResult Create([Bind(Include = "RecoveringId,PeoplesId")] Recovering recovering) { if (ModelState.IsValid) { db.recoverings.Add(recovering); db.SaveChanges(); return(RedirectToAction("Index")); } return(View(recovering)); }
// GET: Recoverings/Delete/5 public ActionResult Delete(int?id) { if (id == null) { return(new HttpStatusCodeResult(HttpStatusCode.BadRequest)); } Recovering recovering = db.recoverings.Find(id); if (recovering == null) { return(HttpNotFound()); } return(View(recovering)); }
private void Awake() { inputAction = new InputActions(); inputAction.PlayerControls.Move.performed += ctx => movementInput = ctx.ReadValue <Vector2>(); cf = GetComponent <ConfigurableJoint>(); jtd = GetComponent <JointTargetDisabler>(); //inputAction.PlayerControls.Tackle.performed += ctx => tackle = ctx.ReadValue<float>(); //set joint drive values jd = new JointDrive(); jd0 = new JointDrive(); jd.positionSpring = 10000; jd.positionDamper = 200; jd.maximumForce = 10000; jd0.positionDamper = 0; jd0.positionSpring = 0; jd0.maximumForce = 0; jdGrad.positionDamper = 200; jdGrad.positionSpring = 10000; jdGrad.maximumForce = 10000; myCollider = GetComponent <Collider>(); myRigidbody = GetComponent <Rigidbody>(); //disable collisions with controller collider and self foreach (Collider d in gameObject.GetComponentsInChildren <Collider>()) { Physics.IgnoreCollision(myCollider, d); } camera = GameObject.FindGameObjectWithTag("MainCamera"); stateMachine = new StateMachine(); standingUpState = gameObject.AddComponent <StandingUp>(); standingUpState.Initialize(this, stateMachine, "StandingUp"); idleState = gameObject.AddComponent <Idle>(); idleState.Initialize(this, stateMachine, "Idle"); tacklingState = gameObject.AddComponent <Tackling>(); tacklingState.Initialize(this, stateMachine, "Tackling"); recoveringState = gameObject.AddComponent <Recovering>();; recoveringState.Initialize(this, stateMachine, "Recovering"); movingState = gameObject.AddComponent <Moving>();; movingState.Initialize(this, stateMachine, "Moving"); fallenState = gameObject.AddComponent <Fallen>(); fallenState.Initialize(this, stateMachine, "Fallen"); stateMachine.Initialize(idleState); }
/// <summary> /// Add an exhausted worker to the Recovery /// </summary> /// <param name="wk"></param> public void AddToRecoveryIfNeedsRest(Citizen wk) => Perform(wk.NeedsRest, () => Recovering.Add(wk));
/// <summary> /// Remove a rested worker from the Recovery /// </summary> /// <param name="wk"></param> public void RemoveFromRecoveryIfRested(Citizen wk) => Perform(wk.IsRested, () => Recovering.Remove(wk));