public ActionResult GetContent(int contentID) { string connectionString = ConfigurationManager.ConnectionStrings["CHFConnectionString"].ConnectionString; string contentForDisplay = ContentListItem.GetContentForDisplay(contentID, connectionString); return(PartialView("ContentDisplay", contentForDisplay)); }
public ActionResult OxfordMagazineLinksList() { HTMLContentView hTMLContentView = new HTMLContentView(); string connectionString = ConfigurationManager.ConnectionStrings["CHFConnectionString"].ConnectionString; List <ContentListItem> contentList = ContentListItem.GetContentList(ContentArea.OxfordMagazine, connectionString); return(PartialView("ContentLinksList", contentList)); }
public void Create(ContentListItem UnderItem = null) { // 一つ上のグループの最下のアイテムが指定されていたらそれに合わせてグループの位置を移動 //if (UnderItem != null) //{ // RectTransform rect = GetComponent<RectTransform>(); // Debug.Log(UnderItem.gameObject.GetComponent<RectTransform>().anchoredPosition); // switch (AppData.UsedLanguage) // { // case SystemLanguage.English: // rect.anchoredPosition = new Vector2(rect.anchoredPosition.x, UnderItem.GetComponent<RectTransform>().anchoredPosition.y - 900); // break; // case SystemLanguage.Japanese: // rect.anchoredPosition = new Vector2(rect.anchoredPosition.x, UnderItem.GetComponent<RectTransform>().anchoredPosition.y-200); // break; // case SystemLanguage.Korean: // case SystemLanguage.Chinese: // default: // rect.anchoredPosition = new Vector2(rect.anchoredPosition.x, UnderItem.GetComponent<RectTransform>().anchoredPosition.y - 700); // break; // } //} //配置するX座標 const float leftX = 110.0f; const float rightX = 620.0f; bool isLeft = true; //Y座標の間隔 float yDistance = 90.0f; const float yDistanceRate = 20.0f; float currentY = 80.0f; bool isChangeDistance = false; //ストック List <ContentsData.Params> oneLineContentList = new List <ContentsData.Params>(); List <ContentsData.Params> towLineContentList = new List <ContentsData.Params>(); List <ContentsData.Params> threeLineContentList = new List <ContentsData.Params>(); //計算用 Vector3 itemPosition = Vector3.zero; ContentListItem item = null; //仕分け for (int i = 0; i < contentParams.Count; i++) { int lineNum = GetTextLineNum(contentParams[i].ContentsName); // Debug.Log(contentParams[i].ContentsName + " lineNum = " + lineNum); switch (lineNum) { case 1: oneLineContentList.Add(contentParams[i]); break; case 2: towLineContentList.Add(contentParams[i]); break; case 3: threeLineContentList.Add(contentParams[i]); break; } } //小さいのから配置していく for (int i = 0; i < oneLineContentList.Count; i++) { item = Instantiate(itemPrefabs[0], transform); //座標の計算 itemPosition.x = isLeft ? leftX : rightX; isLeft = !isLeft; currentY -= ((i + 1) % 2) * yDistance; itemPosition.y = currentY; item.transform.localPosition = itemPosition; item.BGImage.sprite = itemBGImage; item.ContentSet(oneLineContentList[i]); } yDistance += yDistanceRate; isLeft = true; //以下規則性のあるコードが並ぶが、うまいこと思い浮かばなかったので許して for (int i = 0; i < towLineContentList.Count; i++) { if (i == 2) { yDistance += yDistanceRate; isChangeDistance = true; } item = Instantiate(itemPrefabs[1], transform); //座標の計算 itemPosition.x = isLeft ? leftX : rightX; isLeft = !isLeft; currentY -= ((i + 1) % 2) * yDistance; itemPosition.y = currentY; item.transform.localPosition = itemPosition; item.BGImage.sprite = itemBGImage; item.ContentSet(towLineContentList[i]); } if (!isChangeDistance) { yDistance += yDistanceRate; } yDistance += yDistanceRate; isLeft = true; for (int i = 0; i < threeLineContentList.Count; i++) { if (i == 2) { yDistance += yDistanceRate; } item = Instantiate(itemPrefabs[2], transform); //座標の計算 itemPosition.x = isLeft ? leftX : rightX; isLeft = !isLeft; currentY -= ((i + 1) % 2) * yDistance; itemPosition.y = currentY; item.transform.localPosition = itemPosition; item.BGImage.sprite = itemBGImage; item.ContentSet(threeLineContentList[i]); } mostUnderItem = item; }