Beispiel #1
0
        public async Task <IActionResult> PutUnitMenu(int id, UnitMenu unitMenu)
        {
            if (id != unitMenu.MealId)
            {
                return(BadRequest());
            }

            _context.Entry(unitMenu).State = EntityState.Modified;

            try
            {
                await _context.SaveChangesAsync();
            }
            catch (DbUpdateConcurrencyException)
            {
                if (!UnitMenuExists(id))
                {
                    return(NotFound());
                }
                else
                {
                    throw;
                }
            }

            return(NoContent());
        }
Beispiel #2
0
        private void LoginButtonPictureBox_Click(object sender, EventArgs e)
        {
            // Account logInAccount = this.Service.ReadAccount("username","password");

            #region REMOVE THIS
            UnitEmployee unitEmployee = new UnitEmployee(0, "UE_Surname", "UE_Forename", DateTime.Today, WorkingUnit.ICU);
            Account      unitAccount  = new Account(0, "unit", "", "", unitEmployee);

            PharmacyEmployee pharmacyEmployee = new PharmacyEmployee(1, "PH_Surname", "PH_Forename", DateTime.Today);
            Account          pharmacyAccount  = new Account(0, "pharm", "", "", pharmacyEmployee);
            #endregion

            if (usernameTextBox.Text.Equals("unit"))
            {
                var UnitMenu = new UnitMenu(unitAccount);
                UnitMenu.FormClosed += UnitMenu_FormClosed;
                UnitMenu.Show();
                this.Hide();
            }
            else if (usernameTextBox.Text.Equals("pharm"))
            {
                var PharmacyMenu = new PharmacyMenu(pharmacyAccount);
                PharmacyMenu.FormClosed += PharmacyMenu_FormClosed;
                PharmacyMenu.Show();
                this.Hide();
            }
            else
            {
                this.errorLabel.Text += "Invalid credentials. ";
            }
        }
Beispiel #3
0
 // Use this for initialization
 void Start()
 {
     cam            = Camera.main.GetComponent <CameraController>();
     isMouse        = true;
     UIActiveSquare = Instantiate(UIActiveSquare);
     unitMenu       = FindObjectOfType <UnitMenu>();
 }
        protected override bool update_menu_unit()
        {
            if (UnitMenu != null)
            {
                UnitMenu.Update(!Combat_Scene_Fade_In && !Preparations_Fade_In);
                if (UnitMenu != null && UnitMenu.Finished)
                {
                    UnitMenu = null;
                }
                return(true);
            }

            return(false);
        }
Beispiel #5
0
        public async Task <ActionResult <UnitMenu> > PostUnitMenu(UnitMenu unitMenu)
        {
            _context.unitMenus.Add(unitMenu);
            try
            {
                await _context.SaveChangesAsync();
            }
            catch (DbUpdateException)
            {
                if (UnitMenuExists(unitMenu.MealId))
                {
                    return(Conflict());
                }
                else
                {
                    throw;
                }
            }

            return(CreatedAtAction("GetUnitMenu", new { id = unitMenu.MealId }, unitMenu));
        }
Beispiel #6
0
 public virtual void CreateMenu(Menu unitsMenu)
 {
     this.Menu           = new UnitMenu(this.Unit, unitsMenu);
     this.IsControllable = true;
 }
Beispiel #7
0
 protected void draw_menu_ranges_skill(SpriteBatch sprite_batch, int width, int timer, Rectangle rect)
 {
     // Skills: Swoop
     // Temp Swoop Range
     if (Global.game_temp.temp_skill_ranges.ContainsKey("SWOOP") &&
         UnitMenu.ShowSkillRange("SWOOP"))
     {
         sprite_batch.Begin(SpriteSortMode.Deferred, BlendState.AlphaBlend);
         int   opacity = 144;
         Color color   = new Color(opacity, opacity, opacity, opacity);
         foreach (Vector2 loc in Global.game_temp.temp_skill_ranges["SWOOP"])
         {
             sprite_batch.Draw(Attack_Range_Texture,
                               loc * TILE_SIZE + move_range_draw_vector() - Global.game_map.display_loc + new Vector2(0, width - timer),
                               rect, color);
         }
         sprite_batch.End();
     }
     // Skills: Trample
     // Temp Swoop Range
     if (Global.game_temp.temp_skill_ranges.ContainsKey("TRAMPLE") &&
         UnitMenu.ShowSkillRange("TRAMPLE"))
     {
         sprite_batch.Begin(SpriteSortMode.Deferred, BlendState.AlphaBlend);
         int   opacity = 144;
         Color color   = new Color(opacity, opacity, opacity, opacity);
         foreach (Vector2 loc in Global.game_temp.temp_skill_move_ranges["TRAMPLE"])
         {
             sprite_batch.Draw(Move_Range_Texture,
                               loc * TILE_SIZE + move_range_draw_vector() - Global.game_map.display_loc + new Vector2(0, width - timer),
                               rect, color);
         }
         foreach (Vector2 loc in Global.game_temp.temp_skill_ranges["TRAMPLE"])
         {
             sprite_batch.Draw(Attack_Range_Texture,
                               loc * TILE_SIZE + move_range_draw_vector() - Global.game_map.display_loc + new Vector2(0, width - timer),
                               rect, color);
         }
         sprite_batch.End();
     }
     // Skills: Old Swoop //@Debug
     // Temp Old Swoop Range
     if (Global.game_temp.temp_skill_ranges.ContainsKey("OLDSWOOP") &&
         UnitMenu.ShowSkillRange("OLDSWOOP"))
     {
         sprite_batch.Begin(SpriteSortMode.Deferred, BlendState.AlphaBlend);
         int   opacity = 144;
         Color color   = new Color(opacity, opacity, opacity, opacity);
         foreach (Vector2 loc in Global.game_temp.temp_skill_ranges["OLDSWOOP"])
         {
             sprite_batch.Draw(Attack_Range_Texture,
                               loc * TILE_SIZE + move_range_draw_vector() - Global.game_map.display_loc + new Vector2(0, width - timer),
                               rect, color);
         }
         sprite_batch.End();
     }
     // Skills: Masteries
     for (int i = 0; i < Game_Unit.MASTERIES.Count; i++)
     {
         string skill = Game_Unit.MASTERIES[i];
         if (UnitMenu.ShowSkillRange(skill))
         {
             // Temp Skill Range
             if (Global.game_temp.temp_skill_ranges.ContainsKey(skill))
             {
                 sprite_batch.Begin(SpriteSortMode.Deferred, BlendState.AlphaBlend);
                 int   opacity = 144;
                 Color color   = new Color(opacity, opacity, opacity, opacity);
                 foreach (Vector2 loc in Global.game_temp.temp_skill_ranges[skill])
                 {
                     sprite_batch.Draw(Attack_Range_Texture,
                                       loc * TILE_SIZE + move_range_draw_vector() - Global.game_map.display_loc + new Vector2(0, width - timer),
                                       rect, color);
                 }
                 sprite_batch.End();
             }
             // Temp Attack Range (once the skill is active for menuing)
             else
             {
                 sprite_batch.Begin(SpriteSortMode.Deferred, BlendState.AlphaBlend);
                 int   opacity = 144;
                 Color color   = new Color(opacity, opacity, opacity, opacity);
                 foreach (Vector2 loc in Global.game_temp.temp_attack_range)
                 {
                     sprite_batch.Draw(Attack_Range_Texture,
                                       loc * TILE_SIZE + move_range_draw_vector() - Global.game_map.display_loc + new Vector2(0, width - timer),
                                       rect, color);
                 }
                 sprite_batch.End();
             }
         }
     }
 }