public async Task <ResponseOperations> CrearTurno(int id_servicio, DateTime fecha_inicio, DateTime fecha_fin) { ResponseOperations instructorList = null; var storeProcedure = "PC_I_Turno"; try { var connection = _factoryConnection.GetConnection(); instructorList = await connection.QueryFirstAsync <ResponseOperations>(storeProcedure, new { Id_Servicio = id_servicio, Fecha_Inicio = fecha_inicio, Fecha_Fin = fecha_fin } , commandType : CommandType.StoredProcedure); } catch (Exception e) { throw new Exception("Error en la insercion de datos", e); } finally { _factoryConnection.CloseConnection(); } return(instructorList); }
private void RequestAutoAttack(Vector3 lookDirection) { ResponseOperations.AddActionToResponseWaitinglist(m_AutoAttackAction, new Action(() => PerformAutoAttack(lookDirection))); switch (m_AutoAttackAction) { case ActionCode.AxeAutoAttack: RequestOperations.AxeAutoAttackRequest(lookDirection); break; case ActionCode.BowAutoAttack: RequestOperations.BowAutoAttackRequest(lookDirection); break; } }
private void SkillCalled(ActionCode skill) { // TODO: Refactor with strategy pattern. //No target skills switch (skill) { case ActionCode.Dash: RequestOperations.DashRequest(); break; case ActionCode.HammerBash: var hbAction = new Action(() => CastSkill(skill, Vector3.back, 1f)); ResponseOperations.AddActionToResponseWaitinglist(skill, hbAction); RequestOperations.HammerBashRequest(); break; } //Character target skills switch (skill) { case ActionCode.DistractingShot: var mousePoint = InputExtension.GetMouseHitGroundPoint(); if (mousePoint == null) { return; } var forwardVec = mousePoint.Value - m_Player.transform.position; forwardVec = forwardVec.normalized; var dsAction = new Action(() => CastSkill(skill, mousePoint.Value, 0.5f)); ResponseOperations.AddActionToResponseWaitinglist(skill, dsAction); RequestOperations.DistractingShotRequest(forwardVec); break; case ActionCode.OrisonOfHealing: if (GameData.Target != null || m_TargetSelector.SetTarget()) { var oohAction = new Action(() => CastSkill(skill, GameData.Target.transform.position, 1f)); ResponseOperations.AddActionToResponseWaitinglist(skill, oohAction); RequestOperations.OrisonOfHealingRequest(GameData.Target.name); //CastSkill(skill, GameData.Target.transform.position, 1f); } break; } //Mouse position as target skills switch (skill) { case ActionCode.FireStorm: var mousePoint = InputExtension.GetMouseHitGroundPoint(); if (mousePoint == null) { return; } var action = new Action(() => CastSkill(skill, mousePoint.Value, 2f)); ResponseOperations.AddActionToResponseWaitinglist(skill, action); RequestOperations.FireStormRequest(mousePoint.Value); break; } }
public void OnOperationResponse(OperationResponse operationResponse) { DebugReturn(DebugLevel.INFO, operationResponse.ToStringFull()); ResponseOperations.OnOperationResponse(operationResponse); }