// GET: Team/Delete/5 /*[ProjectManagerRequired]*/ public ActionResult Delete(int id) { /* try * { * // TODO: Add insert logic here * TeamService r = new TeamService(); * r.Delete(id); * return RedirectToAction("Index"); * } * catch(Exception e) * { * Debug.WriteLine(e.Message); * return RedirectToAction("Index"); * }*/ TeamService r = new TeamService(); //Je fais appel aux methdes de mon TeamService if (r.CountEmployee(id) == 0) // je controlle le nombe d'elements de ma team { EmployeeService repoEmployee = new EmployeeService(); CD.Team team = r.Get(id); CD.Employee teamManager = repoEmployee.Get(team.TeamManagerId); TeamListItem t = new TeamListItem(team, teamManager); //Je crée ma teamDetail return(View(t)); // je renvoie les details de ma vue } return(RedirectToAction("Details", new { id = id })); }
public void Prime(TeamListItem item) { this.item = item; if (naam != null) { naam.text = item.naam; } }
private void Ctl_TeamChangedEvent(TeamListItem sender) { Settings.TeamFactions[sender.Index - 1] = sender.Faction; Settings.TeamColours[sender.Index - 1] = sender.ColourArgb; Settings.TeamAlliance[sender.Index - 1] = sender.AllianceIndex; RefreshStartGame(); }
public void addPlayer(string naam, int id) { Debug.Log("naam " + naam); TeamListItem item = gameObject.AddComponent <TeamListItem>(); item.naam = naam; item.id = id; items.Add(item); }
private void Teams_ValueChanged(object sender, EventArgs e) { var teams = (int)Teams.Value; if (teams == Settings.NumTeams) { return; } var oldFactions = Settings.TeamFactions; var oldColours = Settings.TeamColours; var oldAlliances = Settings.TeamAlliance; if (teams < Settings.NumTeams) { Settings.TeamFactions = oldFactions.Take(teams).ToArray(); Settings.TeamColours = oldColours.Take(teams).ToArray(); Settings.TeamAlliance = oldAlliances.Take(teams).ToArray(); for (var i = teams; i < Settings.NumTeams; i++) { TeamItems.Controls.RemoveAt(i); } } else { Settings.TeamFactions = new Faction[teams]; Settings.TeamColours = new int[teams]; Settings.TeamAlliance = new int[teams]; for (var i = 0; i < Settings.NumTeams; i++) { Settings.TeamFactions[i] = oldFactions[i]; Settings.TeamColours[i] = oldColours[i]; Settings.TeamAlliance[i] = oldAlliances[i]; } for (var i = Settings.NumTeams; i < teams; i++) { Settings.TeamFactions[i] = Faction.Random(Settings); Settings.TeamColours[i] = GameSettings.DefaultTeamColours[i]; Settings.TeamAlliance[i] = i + 1; var ctl = new TeamListItem(Settings, i + 1); ctl.TeamChangedEvent += Ctl_TeamChangedEvent; TeamItems.Controls.Add(ctl); } } Settings.NumTeams = teams; LoadMaps(Settings.MapName); RefreshStartGame(); }
// GET: Team/Index/6 public ActionResult Index(int id) { TeamService teamrepo = new TeamService(); IEnumerable <CD.Team> teams = teamrepo.GetByProjectId(id); //prendre un iEINumeralbe de team qui correspond à l'ensemble des equipes, faisant partie d'un seul et même projet List <TeamListItem> tfinalList = new List <TeamListItem>(); // on créer une liste vide de teamlist foreach (CD.Team t in teams) //Pour chaque equipe de notre ennsemble d'equipe faisant partie d'un mememe et seul projet { EmployeeService employeeRepo = new EmployeeService(); // on demande les methodes de l'employee TeamListItem teamList = new TeamListItem(t, employeeRepo.Get(t.TeamManagerId)); // on créer une team list à partir de l'equipe et de son teamManager tfinalList.Add(teamList); //ajouter le teamList crée à notre liste de teamlist } return(View(tfinalList)); }
public ActionResult Delete(int id, TeamListItem collection) { try { // TODO: Add insert logic here TeamService r = new TeamService(); if (r.Delete(id)) { return(RedirectToAction("Details", new { controller = "Project", id = r.Get(id).ProjectId })); } return(View(collection)); } catch { return(View(collection)); } }
private void TeamClicked(TableView sender, TeamListItem teamListItem) { TeamSelected?.Invoke(teamListItem.team); }
public void LoadSettings(GameSettings s) { Settings = s; LoadMaps(s.MapName); Pilots.Value = s.NumPilots; Difficulty.SelectedIndex = s.AiDifficulty; VariantAI.Checked = Settings.VariantAi; ResearchCost.Text = s.ResearchCostMultiplier.ToString("P0"); ResearchTime.Text = s.ResearchTimeMultiplier.ToString("P0"); AsteroidsTech.Text = s.RocksPerSectorTech.ToString(); AsteroidResource.Text = s.RocksPerSectorResource.ToString(); AsteroidGeneral.Text = s.RocksPerSectorGeneral.ToString(); AllowTechExp.Checked = s.RocksAllowedTech.Contains(EAsteroidType.Uranium); AllowTechSup.Checked = s.RocksAllowedTech.Contains(EAsteroidType.Carbon); AllowTechTac.Checked = s.RocksAllowedTech.Contains(EAsteroidType.Silicon); ShipWeaponRange.Text = s.AntiShipWeaponRangeMultiplier.ToString("P0"); ShipWeaponDamage.Text = s.AntiShipWeaponDamageMultiplier.ToString("P0"); ShipWeaponFireRate.Text = s.AntiShipWeaponFireRateMultiplier.ToString("P0"); BaseWeaponRange.Text = s.AntiBaseWeaponRangeMultiplier.ToString("P0"); BaseWeaponDamage.Text = s.AntiBaseWeaponDamageMultiplier.ToString("P0"); BaseWeaponFireRate.Text = s.AntiBaseWeaponFireRateMultiplier.ToString("P0"); NanWeaponRange.Text = s.NanWeaponRangeMultiplier.ToString("P0"); NanWeaponHealing.Text = s.NanWeaponHealingMultiplier.ToString("P0"); NanWeaponFireRate.Text = s.NanWeaponFireRateMultiplier.ToString("P0"); WormholeSig.Text = s.WormholesSignatureMultiplier.ToString("P0"); WormholesVisible.Checked = s.WormholesVisible; RocksVisible.Checked = s.RocksVisible; MinersInitial.Text = s.MinersInitial.ToString(); MinersMax.Text = s.MinersMaxDrones.ToString(); MinerCapacity.Text = s.MinersCapacityMultiplier.ToString("P0"); ShipType.Text = "Scout"; BaseType.Text = "Outpost"; ResourcesStarting.Text = s.ResourcesStartingMultiplier.ToString("P0"); ResourcesPerRock.Text = s.ResourcesPerRockMultiplier.ToString("P0"); ResourceConversion.Text = s.ResourceConversionRateMultiplier.ToString("P0"); ResourcesEachTick.Text = s.ResourcesEachTickMultiplier.ToString("P0"); ConstructorsMax.Text = s.ConstructorsMaxDrones.ToString(); MaxTowerDrones.Text = s.ConstructorsMaxTowerDrones.ToString(); CustomPresets.Text = string.Empty; MissilesDamage.Text = s.MissileWeaponDamageMultiplier.ToString("P0"); MissilesFireRate.Text = s.MissileWeaponFireRateMultiplier.ToString("P0"); MissilesRange.Text = s.MissileWeaponRangeMultiplier.ToString("P0"); MissilesSpeed.Text = s.MissileWeaponSpeedMultiplier.ToString("P0"); MissilesTracking.Text = s.MissileWeaponTrackingMultiplier.ToString("P0"); AliensChance.Text = s.AlienChance.ToString("P0"); AliensMin.Value = s.MinAliensPerSector; AliensMax.Value = s.MaxAliensPerSector; AlienBasesMin.Value = s.MinAlienBasesPerSector; AlienBasesMax.Value = s.MaxAlienBasesPerSector; AlienShipsPerWave.Value = s.WaveShipsPerBase; AlienWaveDelay.Value = s.InitialWaveDelay / 4; AlienWaveReduce.Value = s.DecreaseWaveDelay / 4; AlienWaveTarget.Text = s.AlientWaveTargetType.ToString(); Teams.Value = Settings.NumTeams; Speed.Text = s.GameSpeed.ToString("P0"); if (s.MaximumPilots >= 0 && s.MaximumPilots < int.MaxValue) { MaxPilots.Text = s.MaximumPilots.ToString(); } else { MaxPilots.Text = string.Empty; } ShipCost.Text = s.NormalShipCostMultiplier.ToString("P0"); TeamItems.Controls.Clear(); for (var i = 0; i < Settings.NumTeams; i++) { var ctl = new TeamListItem(Settings, i + 1); ctl.TeamChangedEvent += Ctl_TeamChangedEvent; TeamItems.Controls.Add(ctl); } }