private void NotifyStatusChange(DamageStatus oldStatus, DamageStatus newStatus) { if (HasDamageBeenAccepted(oldStatus, newStatus)) { _damageReportManager.SendDamageAcceptedNotification(GetCrewDevices()); } }
void OnTriggerEnter2D(Collider2D target) { switch (target.gameObject.tag) { case "Projectile": //DamageStatus targetDamage = target.transform.root.gameObject.GetComponent<DamageStatus>(); DamageStatus targetDamage = target.transform.parent.gameObject.GetComponent <DamageStatus>(); if (targetDamage && _hpStatus) { _hpStatus.AddHp(-targetDamage.GetDamage()); } //Enemy를 삭제합니다 if (_hpStatus.GetHp() == 0) { Destroy(transform.gameObject); } break; case "Planet": _hpStatus.AddHp(-float.MaxValue); if (_hpStatus.GetHp() == 0) { Destroy(transform.gameObject); } break; } }
public DamageReportCompleteOutputDto ModifyDamageReport(string token, int id, ModifyDamageReportDto modifiedDamage) { _credentialsVerifier.VerifyCredentialsForModifyingDamageReports(token); DamageReport damageReport = _damageReportsRepository.Get(id); DamageStatus oldStatus = damageReport.Status; _objectMapper.Map(modifiedDamage, damageReport); DamageStatus newStatus = damageReport.Status; CheckIfDamageIsModifiable(damageReport); if (modifiedDamage.Status == DamageStatusDto.Repairing) { damageReport.CrewMemberThatRepairedTheDamage = _userRepository.Get(modifiedDamage.Crew.Id) as Crew; } CurrentUnitOfWork.SaveChanges(); NotifyStatusChange(oldStatus, newStatus); return(_objectMapper.Map <DamageReportCompleteOutputDto>(damageReport)); }
private void UpdateDamageStatus(DamageStatus damageStatusTemp) { switch (damageStatusTemp) { case DamageStatus.light: ShowDamageLevel(0); break; case DamageStatus.medium: ShowDamageLevel(1); break; case DamageStatus.heavy: ShowDamageLevel(2); break; case DamageStatus.critical: ShowDamageLevel(3); RespawnWithCarController(); break; default: break; } }
public void ApplyChanges(DamageStatus obj, IBusinessLogicFacade bl) { var target = obj; var source = this; target.Name = source.Name; if (target.Slug == null) { target.Slug = SlugGenerator.GenerateSlug(bl, source.Name, "DamageStatus"); } }
private void SetDamageStatus() { // Set the damage status of the ship // if (this.IsDestroyed()) { this._damageStatus = DamageStatus.Destroyed; } else { this._damageStatus = DamageStatus.Damage; } }
public void Refresh(DamageStatus obj) { if (obj == null) { return; } var target = this; var source = obj; target.Name = source.Name; target.Slug = source.Slug; target.StatusId = source.StatusId; }
public IEnumerable <Damage> GetDamagesByUserAndStatus(User user, DamageStatus status) { var buildingId = _context.Buildings .Include(prop => prop.HouseManager) .Where(p => p.HouseManager == user) .Select(p => p.Id); var damages = GetAll(x => x.Include(p => p.Building) .ThenInclude(p => p.Flats) .ThenInclude(p => p) .Include(p => p.Building) .ThenInclude(p => p.Address) .Include(p => p.BlobFiles) .Include(p => p.RequestCreator)); damages = damages.Where(p => buildingId.Contains(p.Building.Id)) .Where(p => p.Status == status); return(damages); }
private void OnTriggerStay2D(Collider2D target) { switch (target.gameObject.tag) { case "Projectile": DamageStatus targetDamage = target.transform.parent.gameObject.GetComponent <DamageStatus>(); if (targetDamage && _hpStatus) { _hpStatus.AddHp(-targetDamage.GetDamage()); } //Enemy를 삭제합니다 if (_hpStatus.GetHp() == 0) { Destroy(transform.gameObject); } break; } }
void OnCollisionEnter2D(Collision2D other) { if (other.gameObject.CompareTag("Target")) { //Exit if we have already done some damage if (detectedBefore) { return; } //Set the other detectedBefore variable to true DamageStatus dmStat = other.gameObject.GetComponent <DamageStatus>(); if (dmStat) { dmStat.detectedBefore = true; } // Put damage/or code to run once below } }
// Update is called once per frame void Update() { if (_tower) { ProjectileShooter projectileShooter = _tower.GetComponent <ProjectileShooter>(); GameObject projectile = projectileShooter._bulletPrefab; DamageStatus damageStatus = projectile.GetComponent <DamageStatus>(); //GameObject radar = projectile.transform.Find("RadarCollider").gameObject; //radar.SetActive(false); Text text = transform.Find("Text_FireRate").GetComponent <Text>(); text.text = projectileShooter.GetFireRate(); text = transform.Find("Text_Damage").GetComponent <Text>(); text.text = damageStatus.GetInfo(); text = transform.Find("Text_Speed").GetComponent <Text>(); } }
public void UpdateDamageFactor() { float healthRatio = currentHealth / maxHealth; if (healthRatio > mediumHealthRatio) { // 100-medium DamageFactor = 1.0f; damageStatus = DamageStatus.GoodHealth; damageText.text = "Bonne condition"; damageText.color = Color.green; } else if (healthRatio > lowHealthRatio) { // medium-low DamageFactor = mediumHealthFactor; damageStatus = DamageStatus.MediumHealth; damageText.text = "Moyenne condition"; damageText.color = Color.yellow; } else { //low-broken DamageFactor = lowHealthFactor; damageStatus = DamageStatus.LowHealth; damageText.text = "Mauvaise condition"; damageText.color = Color.red; } }
public ActionResult ActOnDamage(Guid id) { DamageStatus status = db.DamageStatuses.Find(id); return(View(status)); }
public DamageStatusViewModel(DamageStatus obj) { Refresh(obj); }
private bool HasDamageBeenAccepted(DamageStatus oldStatus, DamageStatus newStatus) { return(oldStatus != DamageStatus.Accepted && newStatus == DamageStatus.Accepted); }