Inheritance: GridTestFixture
Ejemplo n.º 1
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        protected void btnSubmit_Click(object sender, EventArgs e)
        {
            string aID;
            int    iD = 1;

            iD  = iD + 1;
            aID = iD.ToString();
            int    pNum      = Convert.ToInt32(txPH.Text);
            string firstName = txFname.Text;
            string lastName  = txLname.Text;
            string email     = txMail.Text;
            string passWord  = txPw.Text;
            //string adminID = Convert.ToString(aID);
            BusLayer busLayer = new BusLayer();

            try
            {
                busLayer.InsertAdminDet(aID, firstName, lastName, email, pNum, passWord);
                GridTest.DataSource = busLayer.SelectAdminDet();
                GridTest.DataBind();

                if (Page.IsValid)
                {
                    Response.Redirect("AdminLogIn.aspx");
                }
            }
            catch
            {
                Response.Redirect("ErrorPage.aspx");
            }
        }
Ejemplo n.º 2
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        // This method gets called by the runtime. Use this method to configure the HTTP request pipeline.
        public void Configure(IApplicationBuilder app, IHostingEnvironment env)
        {
            //app.RegisterMVCGrid("TestGrid", GridTest.Test());
            //app.UseMvcGrid();

            if (env.IsDevelopment())
            {
                app.UseDeveloperExceptionPage();
            }
            else
            {
                app.UseExceptionHandler("/Error");
                // The default HSTS value is 30 days. You may want to change this for production scenarios, see https://aka.ms/aspnetcore-hsts.
                app.UseHsts();
            }

            app.UseHttpsRedirection();
            app.UseStaticFiles(new StaticFileOptions
            {
                ServeUnknownFileTypes = true,
            });
            app.UseCookiePolicy();

            app.RegisterMVCGrid("TestGrid", GridTest.Test());
            app.RegisterMVCGrid("TestGrid2", GridTest.Test2());
            app.UseMvcGrid();
            app.UseMvcGridSignalR();
            app.UseMvcWithDefaultRoute();
        }
Ejemplo n.º 3
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 /// <summary>绑定Grid列表
 /// 绑定Grid列表
 /// </summary>
 /// <param name="OrderRegisterList">数据源LIST集合</param>
 private void BindGridTest(List <OrderRegister> OrderRegisterList)
 {
     GridTest.DataSource = OrderRegisterList;
     try
     {
         GridTest.DataBind();
     }
     catch (Exception) { }
 }
Ejemplo n.º 4
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 /// <summary>绑定Grid列表
 /// 绑定Grid列表
 /// </summary>
 /// <param name="OrderRegisterList">数据源LIST集合</param>
 private void BindGridTest(List <OrderRegister> OrderRegisterList)
 {
     ViewState["GridTest"] = OrderRegisterList;
     GridTest.Rows.Clear();
     GridTest.DataSource = OrderRegisterList;
     try
     {
         GridTest.DataBind();
     }
     catch (Exception) { }
 }
Ejemplo n.º 5
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    void TestGrid()
    {
        var test   = new GridTest(Nodes, Entrance, Exit);
        var isPath = test.AStar();

        if (isPath == false)
        {
            Debug.Log("NoPath");
            RandomizeNodes();
        }
    }
Ejemplo n.º 6
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 public void loaddata()
 {
     try
     {
         ds = new DataSet();
         ds = dm.GetTestDetails();
         GridTest.DataSource = ds;
         GridTest.DataBind();
     }
     catch (SqlException ex)
     {
         ShowMessageBox("Remote Acess Not Available");
     }
 }
Ejemplo n.º 7
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        private void gridTestShow()
        {
            string       sql       = "select * from Courses where Teacher=@teach and Duration <@dur";
            OleDbCommand myCmdTest = new OleDbCommand(sql, myCon);

            //OleDbParameter myPar = new OleDbParameter("teach", "Houria Houmel");
            //myCmdTest.Parameters.Add(myPar);

            myCmdTest.Parameters.AddWithValue("teach", "Houria Houmel");
            myCmdTest.Parameters.AddWithValue("dur", 50);

            OleDbDataReader rdTest = myCmdTest.ExecuteReader();

            GridTest.DataSource = rdTest;
            GridTest.DataBind();
        }
Ejemplo n.º 8
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    /// <summary>
    /// This is a helper method for the pathfnding that searches the grid positions adjacent to the current node to determine if the node is in the grid (using the try/catch)
    /// and that the open/closed lists do not already contain the node (as this would create an infinite loop)
    /// </summary>
    /// <returns>List<Node> l_returnNodes (A list of nodes adjacent to the current node)</returns>
    /// <param name="l_openList">The pathfinding algorithm's open list</param>
    /// <param name="l_closedList">The pathfinding algorithm's closed list</param>
    /// <param name="l_currentNode">The node to find adjecant nodes to</param>
    protected List <Node> FindNeighbours(List <Node> l_openList, List <Node> l_closedList, Node l_currentNode)
    {
        int[] l_startGrid = GridTest.GetArrayPosFromVector(l_currentNode.c_nodePosition);
        //Debug.Log (l_startGrid[0] + ", " + l_startGrid[1] + " is grid pos, current node transform = " + l_currentNode.c_nodePosition);
        List <Node> l_returnNodes = new List <Node>();

        Node l_tempNode = new Node(new Vector3(0, 0, 0));

        try{
            l_tempNode = GridTest.s_gridPosArray [l_startGrid [0] + 1, l_startGrid [1]];
            if (!ListContains(l_openList, l_tempNode) && !ListContains(l_closedList, l_tempNode))
            {
                l_returnNodes.Add(l_tempNode);
            }
        }
        catch {
        }
        try{
            l_tempNode = GridTest.s_gridPosArray [l_startGrid [0] - 1, l_startGrid [1]];
            if (!ListContains(l_openList, l_tempNode) && !ListContains(l_closedList, l_tempNode))
            {
                l_returnNodes.Add(l_tempNode);
            }
        }
        catch {
        }
        try{
            l_tempNode = GridTest.s_gridPosArray [l_startGrid [0], l_startGrid [1] + 1];
            if (!ListContains(l_openList, l_tempNode) && !ListContains(l_closedList, l_tempNode))
            {
                l_returnNodes.Add(l_tempNode);
            }
        }
        catch {
        }
        try{
            l_tempNode = GridTest.s_gridPosArray [l_startGrid [0], l_startGrid [1] - 1];
            if (!ListContains(l_openList, l_tempNode) && !ListContains(l_closedList, l_tempNode))
            {
                l_returnNodes.Add(l_tempNode);
            }
        }
        catch {
        }

        return(l_returnNodes);
    }
Ejemplo n.º 9
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 public void MyAttack()
 {
     if (!c_setupAttack && !c_attacked)
     {
         c_setupAttack = true;
         c_squaresInAttackRange.Clear();
         c_squaresInAttackRange = GridTest.CheckRange(transform.position, c_playerHealthScript.c_playerStats.playerAttackRange, "MoveCube");
         if (c_squaresInAttackRange.Count != 0)
         {
             foreach (GameObject tile in c_squaresInAttackRange)
             {
                 Debug.Log("Attempting to get character on tile...");
                 if (tile.GetComponent <AddGridToRange> ().GetEnemyOnTile(c_enemyDamageTag) != null)
                 {
                     c_enemiesInAttackRange.Add(tile.GetComponent <AddGridToRange> ().GetEnemyOnTile(c_enemyDamageTag));
                     //Debug.Log ("Added to tile");
                 }
             }
         }
         if (c_enemiesInAttackRange.Count != 0)
         {
             c_UI.UpdateBattleDialogue("Please select a target.");
             //foreach (GameObject enemy in c_enemiesInAttackRange)
             //Debug.Log (enemy.name);
             c_UI.DynamicHide(false);
             StartCoroutine(SearchForTile(c_squaresInAttackRange));
         }
         else
         {
             c_UI.UpdateBattleDialogue("There are no targets in range.");
             c_setupAttack = false;
             foreach (GameObject tile in c_squaresInAttackRange)
             {
                 tile.GetComponent <Renderer> ().material.SetColor("_Color", Color.red);
             }
             Invoke("DelayClearingSetupTiles", 1.5f);
         }
     }
     else if (c_enemy != null && !c_attacked)
     {
         c_playerHealthScript.CancelDefend();
         c_myTurnObject.c_delayValue += (int)(c_personalDelay * c_currentSkill.UseSkill(c_enemy.transform.position, c_playerHealthScript, c_enemyDamageTag));
         c_attacked = true;
         Debug.Log("" + gameObject.name + " attacked");
         c_setupAttack = false;
         ClearTileColourInGrid(c_squaresInAttackRange);
         if (c_currentlyMoving == "Finished Moving")
         {
             EndTurn();
         }
         else
         {
             c_UI.DynamicHide(true);
         }
     }
     else if (c_attacked)
     {
         c_UI.UpdateBattleDialogue("You have already attacked/defended. Please move or end your turn.");
     }
     else if (c_enemy == null)
     {
         c_UI.UpdateBattleDialogue("Please select a new target.");
     }
 }
Ejemplo n.º 10
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 /// <summary>
 /// 绑定Grid列表
 /// </summary>
 /// <param name="OrderRegisterList">数据源LIST集合</param>
 private void BindGridTest(List <OrderRegister> OrderRegisterList)
 {
     ViewState["GridTest"] = OrderRegisterList;
     GridTest.DataSource   = OrderRegisterList;
     GridTest.DataBind();
 }
Ejemplo n.º 11
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 private void Start()
 {
     g = GameObject.Find("Grid").GetComponent <GridTest>();
 }
Ejemplo n.º 12
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    /// <summary>
    /// Uses an A* algorithm to find the shortest path to the node the player selected.
    /// </summary>
    /// <returns>The path.</returns>
    /// <param name="l_startPos">The player's start position.</param>
    /// <param name="l_endPos">The node the player is trying to reach.</param>
    private Vector3[] CalculatePath(Vector3 l_startPos, Vector3 l_endPos)
    {
        List <Node> l_openList   = new List <Node>();
        List <Node> l_closedList = new List <Node>();

        int[] l_tempGrid = GridTest.GetArrayPosFromVector(l_endPos);
        Node  l_endNode  = GridTest.s_gridPosArray [l_tempGrid[0], l_tempGrid[1]];

        Vector3[] l_returnArray = new Vector3[0];
        bool      l_foundPath   = false;

        l_tempGrid = GridTest.GetArrayPosFromVector(l_startPos);
        Node l_startNode = GridTest.s_gridPosArray [l_tempGrid[0], l_tempGrid[1]];

        l_openList.Add(l_startNode);

        while (l_openList.Count > 0)
        {
            Node l_nextNode = new Node(new Vector3(0, 0, 0));
            l_nextNode.c_gCost = 5000;
            l_nextNode.c_fCost = 5000;

            for (int n = 0; n < l_openList.Count; n++)
            {
                if (l_openList[n].c_fCost < l_nextNode.c_fCost)
                {
                    l_nextNode = l_openList[n];
                }
            }

            l_openList.Remove(l_nextNode);
            l_closedList.Add(l_nextNode);

            if (l_nextNode.c_nodePosition == l_endPos)
            {
                l_foundPath = true;
                l_endNode   = l_nextNode;
                Debug.Log("Found path, breaking");
                Debug.Log("Node parent = " + l_endNode.c_parentNode.c_nodePosition);
                break;
            }

            List <Node> l_neighbourNodes = FindNeighbours(l_openList, l_closedList, l_nextNode);

            for (int n = 0; n < l_neighbourNodes.Count; n++)
            {
                if (IsThereObstruction(l_neighbourNodes[n].c_nodePosition) || ListContains(l_closedList, l_neighbourNodes[n]))
                {
                    continue;
                }

                if (l_neighbourNodes[n].c_parentNode == null)
                {
                    l_neighbourNodes[n].c_parentNode = l_nextNode;
                }

                if (l_neighbourNodes[n].c_gCost > l_neighbourNodes[n].c_parentNode.c_gCost + 1 || !ListContains(l_openList, l_neighbourNodes[n]))
                {
                    l_neighbourNodes[n].c_gCost      = l_neighbourNodes[n].c_parentNode.c_gCost++;
                    l_neighbourNodes[n].c_hCost      = Mathf.Abs(l_neighbourNodes[n].c_nodePosition.x - l_endPos.x) + Mathf.Abs(l_neighbourNodes[n].c_nodePosition.z - l_endPos.z);
                    l_neighbourNodes[n].c_fCost      = l_neighbourNodes[n].c_gCost + l_neighbourNodes[n].c_hCost;
                    l_neighbourNodes[n].c_parentNode = l_nextNode;
                    Debug.Log("Setting Node parent");

                    if (!ListContains(l_openList, l_neighbourNodes[n]))
                    {
                        l_openList.Add(l_neighbourNodes[n]);
                    }
                }
            }
        }
        if (l_foundPath)
        {
            Debug.Log("Found path, calling backtrack");
            l_returnArray = CalculateBacktrack(l_startNode, l_endNode);
        }
        for (int n = 0; n < l_closedList.Count; n++)
        {
            l_closedList [n].c_gCost      = 0;
            l_closedList [n].c_fCost      = 0;
            l_closedList [n].c_parentNode = null;
        }
        for (int n = 0; n < l_openList.Count; n++)
        {
            l_openList [n].c_gCost      = 0;
            l_openList [n].c_fCost      = 0;
            l_openList [n].c_parentNode = null;
        }
        return(l_returnArray);
    }
Ejemplo n.º 13
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 protected void GridTest_PageIndexChanging(object sender, GridViewPageEventArgs e)
 {
     GridTest.PageIndex = e.NewPageIndex;
     loaddata();
     GridTest.DataBind();
 }
Ejemplo n.º 14
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 /// <summary>
 /// Targetses the in range.
 /// </summary>
 /// <returns>The in range.</returns>
 protected List <GameObject> TargetsInRange()
 {
     return(GridTest.CheckRange(c_targetPos, c_AOERange, c_targetTeamTag));
 }
Ejemplo n.º 15
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    /// <summary>
    /// This method uses a Dijkstra algoritm to create a list of all floor tiles within the argument's range.
    /// I have used for loops as opposed to foreach loops for efficiency and created my own List.Contains()
    /// method that loops through the list to find a comparable node as this too is much more efficient.
    /// </summary>
    /// <returns>GameObject[] l_returnArea: List of game objects in range of the player.</returns>
    /// <param name="l_startPos">: Player's position in the world (Vector3).</param>
    /// <param name="l_range">: Range that player can move (int).</param>
    private GameObject[] CalculateArea(Vector3 l_startPos, int l_range)
    {
        List <Node> l_areaInRange = new List <Node>();

        List <Node> l_openList   = new List <Node>();
        List <Node> l_closedList = new List <Node>();

        int[] l_tempGrid;
        l_tempGrid = GridTest.GetArrayPosFromVector(l_startPos);
        Node l_startNode = GridTest.s_gridPosArray [l_tempGrid[0], l_tempGrid[1]];

        l_openList.Add(l_startNode);

        while (l_openList.Count > 0)
        {
            Node l_nextNode = new Node(new Vector3(0, 0, 0));
            l_nextNode.c_gCost = int.MaxValue;

            for (int n = 0; n < l_openList.Count; n++)
            {
                if (l_openList[n].c_gCost < l_nextNode.c_gCost)
                {
                    l_nextNode = l_openList[n];
                }
            }

            if (l_nextNode == null)
            {
                break;
            }

            l_openList.Remove(l_nextNode);
            l_closedList.Add(l_nextNode);

            if (l_nextNode.c_gCost > l_range)
            {
                continue;
            }

            List <Node> l_neighbourNodes = FindNeighbours(l_openList, l_closedList, l_nextNode);

            for (int n = 0; n < l_neighbourNodes.Count; n++)
            {
                if (IsThereObstruction(l_neighbourNodes[n].c_nodePosition) || ListContains(l_closedList, l_neighbourNodes[n]))
                {
                    continue;
                }
                if (l_neighbourNodes[n].c_parentNode == null || !ListContains(l_closedList, l_neighbourNodes[n].c_parentNode))
                {
                    l_neighbourNodes[n].c_parentNode = l_nextNode;
                }

                if ((l_neighbourNodes[n].c_gCost > (l_neighbourNodes[n].c_parentNode.c_gCost + 1) || l_neighbourNodes[n].c_gCost == 0) || !ListContains(l_openList, l_neighbourNodes[n]))
                {
                    l_neighbourNodes[n].c_gCost      = l_neighbourNodes[n].c_parentNode.c_gCost + 1;
                    l_neighbourNodes[n].c_fCost      = l_neighbourNodes[n].c_gCost;
                    l_neighbourNodes[n].c_parentNode = l_nextNode;

                    if (!ListContains(l_openList, l_neighbourNodes[n]) && l_neighbourNodes[n].c_gCost <= l_range)
                    {
                        l_openList.Add(l_neighbourNodes[n]);
                        Debug.Log("GCost = " + l_neighbourNodes [n].c_gCost + " added to openList");
                        if (!ListContains(l_areaInRange, l_neighbourNodes[n]))
                        {
                            l_areaInRange.Add(l_neighbourNodes[n]);
                            Debug.Log("GCost = " + l_neighbourNodes [n].c_gCost + " added to areaInRangeList");
                        }
                    }
                }
            }
        }

        List <GameObject> l_returnArea = new List <GameObject> ();

        foreach (Node n in l_areaInRange)
        {
            Debug.Log(n.c_nodePosition);
        }

        for (int n = 0; n < l_areaInRange.Count; n++)
        {
            l_areaInRange [n].c_gCost      = 0;
            l_areaInRange [n].c_fCost      = 0;
            l_areaInRange [n].c_parentNode = null;
            GameObject l_tempObj = GridTest.GetTileFromVector(l_areaInRange[n].c_nodePosition);
            if (l_tempObj != null)
            {
                l_returnArea.Add(l_tempObj);
            }
        }

        return(l_returnArea.ToArray());
    }