public static void Seed(BusTicketsContext context) { Town[] towns = TownGenerator.GenerateTowns(); context.Towns.AddRange(towns); BusCompany[] companies = BusCompanyGenerator.GenerateBusCompanies(); context.BusCompanies.AddRange(companies); BusStation[] stations = BusStationGenerator.GenerateBusStations(towns); context.BusStations.AddRange(stations); Customer[] customers = CustomerGenerator.GenerateCustomers(towns); context.Customers.AddRange(customers); BankAccount[] accounts = BankAccountGenerator.GenerateBankAccounts(customers); context.BankAccounts.AddRange(accounts); //BusCompany[] companiesFromDb = context.BusCompanies.ToArray(); Review[] reviews = ReviewGenerator.GenerateReviews(companies, customers); context.Reviews.AddRange(reviews); Trip[] trips = TripGenerator.GenerateTrips(stations, companies); context.Trips.AddRange(trips); Ticket[] tickets = TicketGenerator.GenerateTicket(customers, trips); context.Tickets.AddRange(tickets); context.SaveChanges(); Console.WriteLine("Sample data inserted successfully."); }
public override void OnInspectorGUI() { DrawDefaultInspector(); EditorGUILayout.Space(); TownGenerator generator = (TownGenerator) target; if (GUILayout.Button("Generate")) { generator.Generate(false); EditorUtility.SetDirty(target); } }
private static void ResetDatabase() { using (var db = new BusTicketContext()) { db.Database.EnsureDeleted(); db.Database.EnsureCreated(); TownGenerator.GenerateTowns(db); BusCompanyGenerator.GenerateCompaines(db); BusStationGenerator.GenerateBusStations(db); CustomerGenerator.GenerateCustomers(db); TripGenerator.GenerateTrips(db); BankAccountGenerator.GenerateBankAccounts(db); ReviewGenerator.GenerateReview(db); TicketGenrator.GenerateTickets(db); } }
/// <summary> /// Initialize base settings /// </summary> public void Initialize() { //create a town generator object when it doesn't exist yet if (_townGenerator != null) return; //Access towngenerator _townGenerator = TownGenerator.GetInstance(); //Set default settings _generationSettings = new GenerationSettings { VoronoiAlgorithm = VoronoiAlgorithm.Fortune, PointAlgorithm = PointGenerationAlgorithm.CityLike }; //City settings _citySettings = new CitySettings(); _citySettings.DebugMode = false; //Create a base district type CreatePrefabSelection("Grass"); //Terrain settings editor _terrainEditor = new TerrainEditor(new TerrainSettings(), this); //Define a style for the foldout _foldoutStyle = new GUIStyle(EditorStyles.foldout) { fontStyle = FontStyle.Bold, }; var c = Color.black; _foldoutStyle.onActive.textColor = c; _foldoutStyle.normal.textColor = c; _foldoutStyle.onNormal.textColor = c; _foldoutStyle.hover.textColor = c; _foldoutStyle.onHover.textColor = c; _foldoutStyle.focused.textColor = c; _foldoutStyle.onFocused.textColor = c; _foldoutStyle.active.textColor = c; _foldoutStyle.onActive.textColor = c; }