void _SaveSectors_inEditor() { _parSecArray = new ParallaxSector[0]; _parSecArray = new ParallaxSector[transform.childCount]; for (int __sectorId = 0; __sectorId < transform.childCount; __sectorId++) { BoxCollider2D __secBox2D = transform.GetChild(__sectorId).GetComponent <BoxCollider2D>(); float __x = __secBox2D.size.x / 2; float __y = __secBox2D.size.y / 2; Vector2 __secPos = __secBox2D.transform.position; _parSecArray[__sectorId].area = new AreaV2(__secPos.x - __x, __secPos.y + __y, __secPos.x + __x, __secPos.y - __y); _parSecArray[__sectorId].myLayers = new List <MyLayer>(); for (int __layerId = 0; __layerId < transform.GetChild(__sectorId).childCount; __layerId++) { _parSecArray[__sectorId].myLayers.Add(new MyLayer(transform.GetChild(__sectorId).GetChild(__layerId).transform.position.z, Methods._GiveFilledListOfVector2Wrappers(DeadPoolHandler._DP_Handler._bgObjPrefabs.GetLength(0)))); for (int __objectId = 0; __objectId < transform.GetChild(__sectorId).GetChild(__layerId).childCount; __objectId++) { BgObject __bgObject = transform.GetChild(__sectorId).GetChild(__layerId).GetChild(__objectId).GetComponent <BgObject>(); _parSecArray[__sectorId].myLayers[__layerId].positions[__bgObject._id].list.Add(__bgObject.transform.localPosition); } } } UnityEditor.EditorUtility.SetDirty(this); Methods._KillAllChildren(transform); }
public async Task <IActionResult> Create(BgObject bgObject) { var game = await this.bggService.Get(bgObject.ObjectId); var categories = this.db.Categories.ToDictionary(c => c.ObjectId, c => c); var boardGame = new BoardGameEntry(game); foreach (var importCategory in game.Boardgamecategory) { //If the category doesn't exist create it if (!categories.ContainsKey(importCategory.Objectid)) { boardGame.Categories.Add( new GameCategoryGameEntry() { BoardGameCategory = new BoardGameCategory { Name = importCategory.Text, ObjectId = importCategory.Objectid, } } ); } else { boardGame.Categories.Add(new GameCategoryGameEntry { BoardGameCategory = categories[importCategory.Objectid] } ); } } this.db.Games.Add(boardGame); this.db.SaveChanges(); return(this.Ok(bgObject.ObjectId)); }