private void InitialCreateingTroop() { if (this.ShellMilitaryKind == null) { if (this.CreatingArchitecture.GetCampaignMilitaryList().Count == 1) { this.CreatingTroop = Troop.CreateSimulateTroop(this.CreatingArchitecture, this.CreatingPersons, this.CreatingLeader, this.CreatingMilitary, this.RationDays, this.CreatingArchitecture.Position); this.MoveCandidatesToPersons(); this.CreatingMilitary = this.CreatingArchitecture.CampaignMilitaryList[0] as Military; this.AfterSelectMilitary(); } } else { this.CreatingMilitary = Military.SimCreate(this.screen.Scenario, this.CreatingArchitecture, this.ShellMilitaryKind); if (this.CreatingArchitecture.GetCampaignMilitaryList().Count == 1) { this.CreatingTroop = Troop.CreateSimulateTroop(this.CreatingArchitecture, this.CreatingPersons, this.CreatingLeader, this.CreatingMilitary, this.RationDays, this.CreatingArchitecture.Position); this.MoveCandidatesToPersons(); this.CreatingMilitary.SetShelledMilitary(this.CreatingArchitecture.CampaignMilitaryList[0] as Military); this.AfterSelectMilitary(); } } this.RefreshDetailDisplay(); }
private void frmEditMilitary_Load(object sender, EventArgs e) { this.editingMilitary = this.Militaries[0] as Military; if (this.editingMilitary != null) { this.tbName.Text = this.editingMilitary.Name; foreach (MilitaryKind kind in this.editingMilitary.Scenario.GameCommonData.AllMilitaryKinds.MilitaryKinds.Values) { this.cbKind.Items.Add(kind); } if (this.editingMilitary.Kind == null) { this.cbKind.SelectedIndex = -1; } else { this.cbKind.SelectedIndex = this.cbKind.Items.IndexOf(this.editingMilitary.Kind); } this.tbQuantity.Text = this.editingMilitary.Quantity.ToString(); this.tbMorale.Text = this.editingMilitary.Morale.ToString(); this.tbCombativity.Text = this.editingMilitary.Combativity.ToString(); this.tbExperience.Text = this.editingMilitary.Experience.ToString(); this.tbFollowedLeaderID.Text = this.editingMilitary.FollowedLeaderID.ToString(); this.tbLeaderID.Text = this.editingMilitary.LeaderID.ToString(); this.tbLeaderExperience.Text = this.editingMilitary.LeaderExperience.ToString(); if (this.CurrentArchitecture == null) { this.btnSelectFollowedLeaderInCurrentArchitecture.Visible = false; this.btnSelectLeaderInCurrentArchitecture.Visible = false; } } }
public async Task <ActionResult <Military> > PostMilitary(Military military) { _context.Militaries.Add(military); await _context.SaveChangesAsync(); return(CreatedAtAction("GetMilitary", new { id = military.MilitaryId }, military)); }
public async Task <IActionResult> PutMilitary(int id, Military military) { if (id != military.MilitaryId) { return(BadRequest()); } _context.Entry(military).State = EntityState.Modified; try { await _context.SaveChangesAsync(); } catch (DbUpdateConcurrencyException) { if (!MilitaryExists(id)) { return(NotFound()); } else { throw; } } return(NoContent()); }
bool Allocate(MilitaryUnitType type, int amount) { var troop = GetTroop(type); var previousValue = troop == null ? 0 : troop.count; if (troop == null) { Debug.Log("No previous deployment for " + type + " on current order."); troop = Military.Allocate(Game.GetParticipant(data.participantId), Game.Map.GetProvince(data.pathByRegionNames[0]), type, amount); if (troop == null) { Debug.LogWarning("Can't fulfill allocation!"); return(false); } var newUnits = new MilitaryUnit[data.troops.Length + 1]; Array.Copy(data.troops, newUnits, data.troops.Length); newUnits[newUnits.Length - 1] = troop; data.troops = newUnits; } else { Military.AllocateInto(ref troop, Game.GetParticipant(data.participantId), Game.Map.GetProvince(data.pathByRegionNames[0]), type, amount); } return(previousValue != troop.count); }
private void HandleNewTileInspection(Tile tile, Input.InteractionType type) { if (!(type == Input.InteractionType.Select || type == Input.InteractionType.Inspect)) { return; } int actives = 0; int busies = 0; int building = 0; var units = Military.AllUnits(tile, Game.activeUserID, unitType); Debug.Log(string.Format("Summing up units of type {0} for player {1} ({2})", unitType, Game.activeUserID, units.Count)); while (units.Count > 0) { var unit = units.Dequeue(); if (unit.underConstruction) { building += unit.count; } else if (unit.available) { actives += unit.count; } else { busies += unit.count; } } UpdateText(actives, busies, building); }
public void CreateMilitary() { Vector2 createPos = Camera.main.ScreenToWorldPoint(Input.mousePosition); Military mily = Instantiate(militaryPrefab, createPos, Quaternion.identity); mily.gameObject.transform.parent = gameObject.transform; InfoController.m.scrollBar.SetActive(false); }
public Country() { funds = 10; clout = 10; economy = new Economy(); military = new Military(); politics = new Politics(); climate = new Climate(); }
protected virtual IEnumerable <BattleEffect> UnderAttack(BattleEffect effect) { if (Health <= 0) { Military.Die(this); } return(Enumerable.Empty <BattleEffect>()); }
private void FrameFunction_Architecture_AfterGetTrainingMilitary() //修改后未用 { GameObjectList selectedList = this.CurrentArchitecture.TrainingMilitaryList.GetSelectedList(); if ((selectedList != null) && (selectedList.Count == 1)) { this.CurrentMilitary = selectedList[0] as Military; this.mainGameScreen.ShowTabListInFrame(UndoneWorkKind.Frame, FrameKind.Work, FrameFunction.GetTrainingPerson, false, true, true, false, this.CurrentArchitecture.Persons, null, "训练", "训练"); } }
private void FrameFunction_Architecture_AfterGetMergeMilitary() { GameObjectList selectedList = this.CurrentArchitecture.MergeMilitaryList.GetSelectedList(); if ((selectedList != null) && (selectedList.Count == 1)) { this.CurrentMilitary = selectedList[0] as Military; this.mainGameScreen.ShowTabListInFrame(UndoneWorkKind.Frame, FrameKind.Military, FrameFunction.GetBeMergedMilitaries, false, true, true, false, this.CurrentArchitecture.GetBeMergedMilitaryList(this.CurrentMilitary), null, "选择编队", ""); } }
private void GenerateMilitaryInfo(GameObject resultDisplay, string key) { Military military = Game.DB.Militaries[key]; resultDisplay.name = military.ID; resultDisplay.GetComponent <Button>().onClick.AddListener(delegate { DatapadInformation.text = military.DatapadDescription(); }); resultDisplay.GetComponentInChildren <Text>().text = military.Name; }
static void Main(string[] args) { Civilian visitor1 = new Civilian("Антон Бурмистров", "05.06.2000", "М", "M4A1", true); Military visitor2 = new Military("Максим Пентешихин", "15.05.1995", "М", "AK-47"); Civilian visitor3 = new Civilian("Анна Шеховцова", "24.02.1988", "Ж", "USP", false); ShootingGallery shootingGallery = new ShootingGallery(); shootingGallery.GetGun(visitor1); shootingGallery.GetGun(visitor2); shootingGallery.GetGun(visitor3); }
private void buttonSetCar_Click_1(object sender, EventArgs e) { ColorDialog dialog = new ColorDialog(); if (dialog.ShowDialog() == System.Windows.Forms.DialogResult.OK) { var car = new Military(100, 4, 10, 1600, dialog.Color); int place = parking.PutCarInParking(car); Draw(); MessageBox.Show("Ваше место: " + place); } }
public async Task <IActionResult> OnGetAsync(int?id) { if (id == null) { return(NotFound()); } Military = await _context.Militaries .Include(m => m.Group).FirstOrDefaultAsync(m => m.MilitaryId == id); if (Military == null) { return(NotFound()); } return(Page()); }
/// <summary> /// Добавление в корзину /// </summary> /// <param name="military">добавляемый объект</param> public virtual void AddToCart(Military military) { // если объект есть в корзине // то увеличить количество if (Items.ContainsKey(military.MilitaryId)) { Items[military.MilitaryId].Quantity++; } // иначе - добавить объект в корзину else { Items.Add(military.MilitaryId, new CartItem { Military = military, Quantity = 1 }); } }
public async Task <IActionResult> OnPostAsync(int?id) { if (id == null) { return(NotFound()); } Military = await _context.Militaries.FindAsync(id); if (Military != null) { _context.Militaries.Remove(Military); await _context.SaveChangesAsync(); } return(RedirectToPage("./Index")); }
bool Free(MilitaryUnitType type, int amount) { var troop = GetTroop(type); if (amount <= 0 || troop == null || troop.count < amount) { return(false); } var success = Military.FreeFrom(ref troop, amount); if (!troop.deployed || troop.count == 0) { data.troops = data.troops.Where(t => t != troop).ToArray(); } return(success); }
public void Show() { totalCountAvailable = deploymentOrder.GetCount(type);; var units = Military.AllUnits(type); while (units.Count > 0) { var unit = units.Dequeue(); totalCountAvailable += unit.available ? unit.count : 0; } if (totalCountAvailable > 0) { //UpdateCount(totalCountAvailable); Debug.Log("Can allocate " + totalCountAvailable); } else { Hide(); } }
private void SelectMilitary() { if (this.ShellMilitaryKind == null) { this.ShowTabListInFrame(UndoneWorkKind.Frame, FrameKind.Military, FrameFunction.GetCampaignMilitary, false, true, true, false, this.CreatingArchitecture.GetCampaignMilitaryList(), (this.CreatingMilitary == null) ? null : this.CreatingMilitary.GetGameObjectList(), "选择编队", ""); } else { this.ShowTabListInFrame(UndoneWorkKind.Frame, FrameKind.Military, FrameFunction.GetCampaignMilitary, false, true, true, false, this.CreatingArchitecture.GetShelledMilitaryList(this.ShellMilitaryKind.Type), (this.CreatingMilitary.ShelledMilitary == null) ? null : this.CreatingMilitary.ShelledMilitary.GetGameObjectList(), "选择编队", ""); } this.GameFramePlugin.SetOKFunction(delegate { if (this.ShellMilitaryKind == null) { this.CreatingMilitary = this.TabListPlugin.SelectedItem as Military; } else { this.CreatingMilitary.SetShelledMilitary(this.TabListPlugin.SelectedItem as Military); } this.AfterSelectMilitary(); this.RefreshDetailDisplay(); }); }
protected override void OnCreate(Bundle savedInstanceState) { base.OnCreate(savedInstanceState); SetContentView(Resource.Layout.men_questions); // put UInfoViewModel instance of UserInformationViewModel.cs UInfoViewModel = ServiceLocator.Current.GetInstance <UserInformationViewModel>(); // in this pary get intent variable that was sent by MainActivity and set them for UInfoViewModel properties. var nav = (NavigationService)ServiceLocator.Current.GetInstance <INavigationService>(); var param = nav.GetAndRemoveParameter <List <string> >(Intent); UInfoViewModel.GenderType = param[0]; UInfoViewModel.PhoneNumber = param[1]; // put MenViewModel instance of MenQuestionViewModel.cs MenViewModel = ServiceLocator.Current.GetInstance <MenQuestionViewModel>(); // binding views mMenBinding = this.SetBinding(() => MenViewModel.JobSubject , () => Job.Text , BindingMode.TwoWay); // get spinner content that user seleced and assign it to MenViewModel.Gender property Military.ItemSelected += (sender, e) => { var content = string.Format(Military.GetItemAtPosition(e.Position).ToString()); MenViewModel.MilitaryStatusCommand = content; }; // when Confirme button clicked call ConfirmeDataCommand methode in MenViewModel.cs and send data to other activity and navigates to it. Confirme.SetCommand( "Click", MenViewModel.ConfirmeDataCommand); // set spinner items from resource var adapter = ArrayAdapter.CreateFromResource( this, Resource.Array.military_array, Android.Resource.Layout.SimpleExpandableListItem1); adapter.SetDropDownViewResource(Android.Resource.Layout.SimpleSpinnerDropDownItem); Military.Adapter = adapter; }
// переопределение методов класса Cart // для сохранения результатов в сессии public override void AddToCart(Military dish) { base.AddToCart(dish); Session?.Set <CartService>("Cart", this); }
public IResult Delete(Military military) { throw new NotImplementedException(); }
public IResult Update(Military military) { _militaryDal.Update(military); return(new SuccessResult()); }
public static IEnumerable <MilitaryItem> GetMilitaryItems(List <Military> military, List <Country> countries) { List <MilitaryItem> militaryItemList = new List <MilitaryItem>(); if (military.IsNullOrEmpty()) { return((IEnumerable <MilitaryItem>)militaryItemList); } List <Military> .Enumerator enumerator = military.GetEnumerator(); try { while (enumerator.MoveNext()) { Military current = enumerator.Current; StringBuilder stringBuilder = new StringBuilder(); stringBuilder.Append(current.unit); bool flag = false; long countryId = current.country_id; if (countryId > 0L) { Country country = countries == null ? null : Enumerable.FirstOrDefault <Country>(countries, (Func <Country, bool>)(c => c.id == countryId)); if (country != null) { stringBuilder.Append("\n").Append(country.name); flag = true; } } if (current.from > 0) { stringBuilder.Append(flag ? ", " : "\n"); if (current.until == current.from) { stringBuilder.Append(string.Format("{0} {1} {2}", CommonResources.In, current.from, CommonResources.YearsShort)); } else if (current.until == 0) { stringBuilder.Append(string.Format("{0} {1} {2}", CommonResources.Since, current.from, CommonResources.YearsShort)); } else { stringBuilder.Append(current.from); } } if (current.until > 0 && current.until != current.from) { if (current.from > 0) { stringBuilder.Append(string.Format("–{0}", current.until)); } else { stringBuilder.Append(string.Format("{0}{1} {2} {3}", (flag ? ", " : "\n"), CommonResources.Until, current.until, CommonResources.YearsShort)); } } militaryItemList.Add(new MilitaryItem(stringBuilder.ToString())); } } finally { enumerator.Dispose(); } return((IEnumerable <MilitaryItem>)militaryItemList); }
void Test(Military mil, string num) { mil.airforce = 100; num = "hello"; }
public virtual BattleAction Move() { return(Military.Move(this)); }
public ActionResult MilitaryUpdate(Military military) { _militaryService.Update(military); return(RedirectToAction("")); }