/// <summary> /// 止まったマスの処理内容をデリゲートとして返すメソッド /// </summary> /// <param name="story">どの種類のマスに止まったか</param> /// <returns>止まったマスの処理メソッドが代入されたデリゲート</returns> public MassContents ReturnContents(StoryList story) { switch (story) { case StoryList.nullStory: return(new MassContents(rd.NullStory)); case StoryList.healHP: return(new MassContents(rd.HealHP)); case StoryList.shopping: return(new MassContents(rd.Shopping)); case StoryList.helpPeople: return(new MassContents(rd.HelpPeople)); case StoryList.callbattle: return(new MassContents(rd.CallBattle)); case StoryList.first: return(new MassContents(rd.First)); default: return(new MassContents(rd.NullStory)); } }
/// <summary> /// StoryCanbasにマス目の内容を表示させるメソッド /// </summary> /// <param name="story">マス目の内容</param> /// <param name="activePlayer">アクティブプレイヤ</param> public void Show(StoryList story, Player activePlayer) { //StoryCanvasを表示させる canvas.SetActive(true); //テキスト表示をスタートさせるフラグを立てる isTextEnd = false; if (firstShow) { image.sprite = first; firstShow = false; } else { image.sprite = help; } //ストーリーの内容を取得する var storyDelegate = storyContents.ReturnContents(story); var storyStr = storyDelegate(activePlayer); if (story == StoryList.callbattle) { return; } //ストーリーの内容をテキスト表示させる StartCoroutine(ShowTextFiled.ShowStorys(storyStr, text, Hide)); }
public ActionResult LatestStories(int ministryID = 0, string Requestor = "") { ViewBag.MinistryID = ministryID; ViewBag.Requestor = Requestor; IEnumerable <story> StoryList; GetData(ministryID); if (Requestor == "Officer") { StoryList = StoryRepository.GetStoryByMinistry(ministryID).Take(7); } else { StoryList = StoryRepository.GetStoryByMinistryStatus(ministryID, "Active").Take(7); } foreach (var s in StoryList) { s.picture = PictureRepository.GetPictureByID((int)s.PictureID); s.StoryType = ConstantRepository.GetConstantID((int)s.StoryTypeID).Value1; int GroupPictureCount = PictureRepository.GetPictureByGroup(s.MinistryID, s.StoryID).Count(); s.HasGroupPictures = false; if (GroupPictureCount > 0) { s.HasGroupPictures = true; } } ViewBag.RecordCount = StoryList.Count(); return(PartialView(StoryList)); }
/// <summary> /// 1フレーム毎に呼ばれ、アクティブプレイヤのステータスを取得するメソッド /// </summary> private void Update() { remainMass = player.remainMass; playerPos = playerObj.transform.position; story = player.story; isPlayerMoving = player.isMoving; }
public IActionResult Create(int id, Story sty) { var model = StoryList.getInstance(); model.add(sty); return(RedirectToAction("Index")); }
//----< deletes a story by id >----------------------------- /* * - note that Delete does not send back a view, but * simply redirects back to the Index view, which * will not show the deleted course because it was ... */ public IActionResult Delete(int id) { var styList = StoryList.getInstance(); styList.delete(id - 1); return(RedirectToAction("Index")); }
public IActionResult Edit(int id, Story sty) { var model = StoryList.getInstance(); model[id - 1] = sty; return(RedirectToAction("Index")); }
public IActionResult Edit(int id) { var styList = StoryList.getInstance(); var model = styList[id - 1]; return(View(model)); }
//----< shows details for each story >---------------------- public ViewResult Details(int id) { var model = StoryList.getInstance(); var sty = model[id - 1]; return(View(sty)); }
// GET: /<controller>/ public IActionResult Index() { var model = StoryList.getInstance(); IEnumerable <Story> crsLst = (IEnumerable <Story>)model.Stories; return(View(crsLst)); }
public IActionResult Create(int id) { var styList = StoryList.getInstance(); var model = new Story(); model.Id = styList.size() + 1; return(View(model)); }
public StoryList GetHeadlines(ref bool create) { if (_headlines == null) { _headlines = new StoryList(); create = true; } return(_headlines); }
protected void Page_Load(object sender, EventArgs e) { User usr = new User(); StoryList sl = new StoryList(); Guid userID = new Guid(Request.QueryString["UserID"]); sl.GetByUserID(userID); rptUsrStories.DataSource = sl.List; rptUsrStories.DataBind(); }
protected override void OnNavigatedTo(System.Windows.Navigation.NavigationEventArgs e) { bool create = false; StoryList headlines = CoreServices.Instance.GetHeadlines(ref create); if (create) { ProgressBar.Visibility = Visibility.Visible; headlines.PropertyChanged += headlines_PropertyChanged; } Headlines.DataContext = headlines; }
public void When(StoryList list) { using (_rich.Styled(Solarized.Yellow)) { _rich.AppendLine("Stories"); } _rich.AppendLine("======="); foreach (var item in list.Items.Values.OrderBy(s => s.Name)) { var reference = AddReference(item.StoryId, item.Name); _rich.AppendLine("[{1}] {2} .{0}", reference, item.Type, item.Name); } }
/// <summary> /// アクティブプレイヤが変更される際に、ステータスを更新するメソッド /// </summary> /// <param name="acPlayer">新アクティブプレイヤ</param> /// <param name="acPlayerObj">新アクティブプレイヤのオブジェクト</param> public void RenewalData(Player acPlayer, GameObject acPlayerObj) { //データを初期化 playerObj = null; player = null; remainMass = 0; playerPos = Vector3.zero; story = 0; isPlayerMoving = false; //新規データを代入 playerObj = acPlayerObj; player = acPlayer; }
protected void Page_Load(object sender, EventArgs e) { if (!Page.IsPostBack) { //make a new StoryList called sl StoryList sl = new StoryList(); //make a fandomID guid, passing the value in a query string //(value of query string is stored in repeater) Guid fandomID = new Guid(Request.QueryString["FandomID"]); //get all stories by the appropriate fandom sl = sl.GetByFandomID(fandomID); //bind list of stories to repeater rptStories.DataSource = sl.List; rptStories.DataBind(); } }
public ActionResult List(DateTime bDate, DateTime eDate, string SearchType = "", int MinistryID = 0, int codeID = 0) { IEnumerable <story> StoryList; GetData(MinistryID); ViewBag.MinistryID = MinistryID; if (SearchType == "MinistrySearch") { if (ViewBag.Supervisor == true) { StoryList = StoryRepository.GetStoryByMinistry(MinistryID).Take(20); } else { StoryList = StoryRepository.GetStoryByMinistryStatus(MinistryID, "Active").Take(7); } } else if (SearchType == "StoryTypeSearch") { StoryList = StoryRepository.GetStoryByType(MinistryID, codeID); } else if (SearchType == "MinistryDateRangeSearch") { StoryList = StoryRepository.GetStoryByMinistryDateRange(MinistryID, bDate, eDate); } else { StoryList = StoryRepository.GetStoryByDateRange(bDate, eDate); } foreach (var s in StoryList) { s.picture = PictureRepository.GetPictureByID((int)s.PictureID); s.StoryType = ConstantRepository.GetConstantID((int)s.StoryTypeID).Value1; int GroupPictureCount = PictureRepository.GetPictureByGroup(s.MinistryID, s.StoryID).Count(); s.HasGroupPictures = false; if (GroupPictureCount > 0) { s.HasGroupPictures = true; } } ViewBag.RecordCount = StoryList.Count(); return(PartialView(StoryList)); }
private IEnumerator GetStories() { UnityWebRequest www = UnityWebRequest.Get(_hosts.StoryManagement + "/stories"); yield return(www.SendWebRequest()); if (www.isNetworkError || www.isHttpError) { Debug.Log(www.error); } else { Debug.Log(www.downloadHandler.text); StoryList list = JsonUtility.FromJson <StoryList>(www.downloadHandler.text); PopulateDropdown(list.Stories); } }
public IActionResult Index() { var roomList = new RoomList().GetRoomList(); HttpContext.Session.SetString("roomList", JsonConvert.SerializeObject(roomList)); var storyList = new StoryList().GetStoryList(); HttpContext.Session.SetString("storyList", JsonConvert.SerializeObject(storyList)); var usersList = new UserList().GetUserList(); HttpContext.Session.SetString("usersList", JsonConvert.SerializeObject(usersList)); var roomPlayerList = RoomPlayerList.GetRoomPlayerList; HttpContext.Session.SetString("roomPlayerList", JsonConvert.SerializeObject(roomPlayerList)); var storyPlayerList = new StoryPlayerList().GetStoryPlayerList(); HttpContext.Session.SetString("storyPlayerList", JsonConvert.SerializeObject(storyPlayerList)); ViewData["PathBase"] = Request.PathBase.ToString(); return(View()); }
public static int GetRandomStoryID() { int storyID = 0; if (storyDatabase == null) { return(storyID); } if (storyDatabase.storyList == null) { return(storyID); } if (storyDatabase.storyList.Count <= 0) { return(storyID); } //Randomise. Max is exclusive if (RemainingStoryIDs.Count == 0) { for (int i = 0; i < storyDatabase.storyList.Count; i++) { RemainingStoryIDs.Add(i); } } int index = UnityEngine.Random.Range(0, RemainingStoryIDs.Count); storyID = RemainingStoryIDs[index]; StoryList test = storyDatabase.storyList[storyID]; RemainingStoryIDs.RemoveAt(index); return(storyID); }
/// <summary> /// 1フレームに1度呼ばれるメソッド /// </summary> void Update() { if (isGameStart) { isGameStart = false; } if (keeper.remainMass == 0 && isRemainJudging) { isRemainJudging = false; isPlayerFinishedMoving = true; story = keeper.story; } if (showInStoryCanvas.isTextEnd && isTextEndJudging) { isTextEndJudging = false; isOneTurnStart = true; } //誰かのターンが終わって誰かのターンが始まる時 if (isOneTurnStart) { isOneTurnStart = false; if (!isFirstTurn) { TurnOrder(); } isFirstTurn = false; GetActivePlayer(); GetActivePlayerObj(); keeper.enabled = true; RenewalData(); uisFacade.WhosTurnShow(activePlayer); beRolledDice.OnActivePlayerChanged(activePlayerObj); isPlayerChoicing = true; } //プレイヤーがこのターン何をするかを選択している時 if (isPlayerChoicing) { isPlayerChoicing = false; uisFacade.ChoiceCanvasShow(); } //サイコロが落ち始めた時 if (isDiceBeganToFall) { isDiceBeganToFall = false; uisFacade.ChoiceCanvasHide(); } //サイコロの落ち終わりをフラグ管理、 //落ち終わり = dicePosition y <= 1 //落ち終わったら、出目を伝える、本物偽物を入れ替える、プレイヤーを動かす(PlayerMoverクラス) if (isDiceFinishedFalling) { isDiceFinishedFalling = false; //サイコロを振る //int diceNumber = 4; int diceNumber = UnityEngine.Random.Range(1, 7); Debug.Log($"出た目は {diceNumber}"); beRolledDice.OnRollingExit(diceNumber); beRolledDice.OnRollingExit(diceNumber); playerMover.Move(activePlayer, diceNumber); uisFacade.RemainMassShow(); isRemainJudging = true; } //プレイヤーの動き終わりをフラグ管理 if (isPlayerFinishedMoving) { isPlayerFinishedMoving = false; beRolledDice.OnMoveExit(); uisFacade.RemainMassHide(); uisFacade.StoryCanvasShow(story, activePlayer); isTextEndJudging = true; } }
/// <summary> /// StoryCanvasをアクティブにするメソッド /// </summary> /// <param name="story">止まったマスのストーリー</param> /// <param name="activePlayer">アクティブプレイヤー</param> public void StoryCanvasShow(StoryList story, Player activePlayer) { showInStoryCanvas.Show(story, activePlayer); }
private void Refresh_Click(object sender, EventArgs e) { StoryList headlines = Headlines.DataContext as StoryList; headlines.Refresh(); }
public void add(Story story) { StoryList storyList = StoryList.getInstance(); storyList.add(story); }
public Story getById(int id) { StoryList storyList = StoryList.getInstance(); return(storyList[id]); }
public IEnumerable <Story> getAll() { StoryList storyList = StoryList.getInstance(); return(storyList); }
public ArtistModel() : base() { Stories = new StoryList(); }
void ddlStory_Populate() { //make a new StoryList called storyList StoryList storyList = new StoryList(); //Get right storyList based on UserID (stored in a sesson) storyList = storyList.GetByUserID(new Guid(Session["UserID"].ToString())); //bind the list to ddlStory ddlStory.DataSource = storyList.List; ddlStory.DataTextField = "Title"; ddlStory.DataValueField = "ID"; ddlStory.DataBind(); }
protected void ddlStory_Populate() { //make a new storylist StoryList sl = new StoryList(); //get the right list of stories by the userID sl = sl.GetByUserID(userID); //populate the ddl with the list of stories ddlStory.DataSource = sl.List; ddlStory.DataTextField = "Title"; ddlStory.DataValueField = "ID"; ddlStory.DataBind(); }