public ActionResult DeleteConfirmed(int id) { misc misc = db.miscs.Find(id); db.miscs.Remove(misc); db.SaveChanges(); return(RedirectToAction("Index")); }
public override bool checkProceduralPrecondition(GameObject enemy) { navComponent = GetComponent <NavMeshAgent>(); mis = GameObject.Find("enemy").GetComponent <misc> (); target = mis.tempat_jipong.transform; desitination = target; return(true); }
public ActionResult Edit([Bind(Include = "id,name,mtype,use,time,amount,amount_is_weight,use_for,notes,display_unit,display_scale,deleted,display,folder")] misc misc) { if (ModelState.IsValid) { db.Entry(misc).State = EntityState.Modified; db.SaveChanges(); return(RedirectToAction("Index")); } return(View(misc)); }
public override bool checkProceduralPrecondition(GameObject enemy) { wC = GetComponent <WorldCondition>(); lbr = GetComponent <Labourer> (); agent = GetComponent <NavMeshAgent>(); mts = GetComponent <menuju_tempat_sembunyi>(); // salah sasaran untuk index mis = GameObject.Find("enemy").GetComponent <misc> (); //timerM = lbr.timer; return(true); }
// GET: miscs/Delete/5 public ActionResult Delete(int?id) { if (id == null) { return(new HttpStatusCodeResult(HttpStatusCode.BadRequest)); } misc misc = db.miscs.Find(id); if (misc == null) { return(HttpNotFound()); } return(View(misc)); }
public override bool checkProceduralPrecondition(GameObject enemy) { lbr = GetComponent <Labourer> (); navComponent = GetComponent <NavMeshAgent> (); wC = GetComponent <WorldCondition> (); mis = GameObject.Find("enemy").GetComponent <misc> (); fs = GameObject.Find("player").GetComponent <FirstPersonController> (); timerM = 10f; target = mis.tempat_sembunyi [lbr.tampung].transform; wC.simpan = target; return(target != null); }
public override bool checkProceduralPrecondition(GameObject agent) { lbr = GetComponent <Labourer> (); mts = GetComponent <menuju_tempat_sembunyi> (); navComponent = GetComponent <NavMeshAgent> (); mis = GameObject.Find("enemy").GetComponent <misc> (); //masalahnya disini lho // bagaimana cara memilih target yang tidak di tutup oleh player // kalau player ada didepan enemy maka target yang dipilih harus menjauh dari player tamp = Random.Range(0, mis.tempat_sembunyi.Length - 1); if (tamp >= lbr.tampung) { tamp += 1; } target = mis.tempat_sembunyi [tamp].transform; return(target != null); }