private void DownPositions(string name, string areaCode, CityType cityType, int index, int count, string baiduCode) { Random rd = new Random(); int kindex = rd.Next(0, keys.Length); string tempUrl = string.Format(this.url, keys[kindex], name); //HttpWebResponse wp = HttpHelper.CreateGetHttpResponse(tempUrl, timeOut, "", GaodeMap.GetCookies()); //string context = HttpHelper.GetResponseString(wp); string context = HttpHelper.GetRequestContent(tempUrl); object t = JsonHelper.JsonDeserialize <object>(context); Dictionary <string, object> dicContext = t as Dictionary <string, object>; if (dicContext != null) { Divinsion divinsion = new Divinsion(); divinsion.name = name; divinsion.code = baiduCode; object[] districtsObj = dicContext["districts"] as object[]; for (int i = 0; i < districtsObj.Length; i++) { Dictionary <string, object> dicObj = districtsObj[i] as Dictionary <string, object>; if (areaCode != "" && dicObj["adcode"].ToString() != areaCode) { continue; } string polyline = dicObj["polyline"].ToString(); divinsion.polylines.Add(polyline); } if (this.AdminDivisionDowningEvent != null) { this.AdminDivisionDowningEvent(divinsion, cityType, index, count); } } }
public City(double xCoord, double yCoord, string name,string cityType) { XCoord = xCoord; YCoord = yCoord; Name = name; CityType=Convert(cityType); }
protected AbstractStructure(CityType requiredCityType, decimal buildCost, int capacity, UnitType unitType) { RequiredCityType = requiredCityType; BuildCost = buildCost; Capacity = capacity; UnitType = unitType; }
public City(double xCoord, double yCoord, string name, string cityType) { XCoord = xCoord; YCoord = yCoord; Name = name; CityType = Convert(cityType); }
public void SwitchState() { if (Alive.gameObject.activeSelf == true) //om cityalive är aktiv i den nuvarande scenen { Alive.gameObject.SetActive(false); //gör ena enabled och den andra inte Dead.gameObject.SetActive(true); transform.GetChild(2).localScale = new Vector3(0.7f, 0.7f); transform.GetChild(2).GetComponent <Animator>().SetBool("Dead", true); CityAnimator.SetBool("Upgrade1", false); CityAnimator.SetBool("Upgrade1", false); var clone = Instantiate(FloatingScore, Camera.main.WorldToScreenPoint(transform.position), Quaternion.identity, GameObject.Find("GameUI").transform); clone.GetComponent <floatingScore>().setParent(transform); clone.GetComponent <Text>().text = "+" + AddToScore.ToString(); if (AssistantBehaviour.Tutorial == false) { SetRespawnTime(); } } else { transform.GetChild(2).GetComponent <Animator>().SetBool("Dead", false); transform.GetChild(2).localScale = new Vector3(0.27f, 0.27f); Alive.gameObject.SetActive(true); //gör ena enabled och den andra inte Dead.gameObject.SetActive(false); CurrentType = ChooseType(); //skaffa en ny citytype nu när den spawnar citySoundPlayer.clip = citySoundClips[0]; Instantiate(rippleEffect, transform); citySoundPlayer.Play(); respawnSet = false; } }
public ArmyStructure(CityType requiredCityType, decimal buildCost, int capacity, UnitType unitType) { this.RequiredCityType = requiredCityType; this.BuildCost = buildCost; this.Capacity = capacity; this.UnitType = unitType; }
public ActionResult CityType(CityType cityType) { ViewBag.Edit = cityType.Id != 0; if (cityType.Name.IsNullOrEmpty()) { ModelState.AddModelError("Name", "Поле не может быть пустым"); } if (!ModelState.IsValid) { return(View(cityType)); } var session = NHibernateHelper.OpenSession(); using (var tx = session.BeginTransaction()) { session.SaveOrUpdate(cityType); tx.Commit(); } return(RedirectToAction("Index")); }
protected ArmyStructure(CityType requiredCityType, decimal buildCost, int capacity, UnitType unitType) { this.RequiredCityType = requiredCityType; this.BuildCost = buildCost; this.Capacity = capacity; this.UnitType = unitType; }
// public static T[] GetTypes<T>(this IConfigurationSection config) where T : IHaveDefaultField, IType, new() => // config.Get<TypeConfig[]>().Select(i => new T() // { // Name = i.Name, // ShortName = i.ShortName, // Default = i.Default // }).ToArray(); public static City GetCity(this IConfigurationSection config) { var cityConfig = config.Get <CityConfig>(); if (cityConfig == null) { return(null); } var cityTypeConfig = cityConfig.CityType; if (cityTypeConfig == null) { return(null); } var cityType = new CityType { Name = cityTypeConfig.Name, ShortName = cityTypeConfig.ShortName, Default = cityTypeConfig.Default }; return(new City { Name = cityConfig.Name, CityType = cityType, Prefix = cityConfig.Prefix, Default = cityConfig.Default }); }
private CityType ChooseType() { CityType TmpType = CityType.NORMAL; //sätter en temporär variabel till normal if (LastAttackedBy == null) { return(TmpType); //om den inte har blivit attackerad går tillbaka med citytype.normal } else if (LastAttackedBy == DamageKinds[0]) //om det va en earthquake { TmpType = CityType.EARTHQUAKE; //sätt till rätta variabler till type och dmgtype dmgDealer.damageType = DamageKinds[4]; } else if (LastAttackedBy == DamageKinds[1]) //om det va lightning { TmpType = CityType.LIGHTNING; //sätt till rätta variabler till type och dmgtype dmgDealer.damageType = DamageKinds[5]; } else if (LastAttackedBy == DamageKinds[2]) //om det va en tornado { TmpType = CityType.TORNADO; //sätt till rätta variabler till type och dmgtype dmgDealer.damageType = DamageKinds[6]; } else if (LastAttackedBy == DamageKinds[3]) //om det va en våg { TmpType = CityType.WATER; //sätt till rätta variabler till type och dmgtype dmgDealer.damageType = DamageKinds[7]; } return(TmpType); //skicka tillbakla temporär variabeln }
public void UpgradeCity(CityType t_ct) { buyButton.gameObject.SetActive(false); switch (t_ct) { case CityType.airport: GetComponentInChildren <MeshFilter>().mesh = airportMesh; GetComponentInChildren <MeshCollider>().sharedMesh = airportMesh; GetComponentInChildren <MeshFilter>().transform.eulerAngles.Set(0, 0, Random.Range(0, 360)); cityType = CityType.airport; break; case CityType.harbor: GetComponentInChildren <MeshFilter>().mesh = harborMesh; GetComponentInChildren <MeshCollider>().sharedMesh = harborMesh; cityType = CityType.harbor; break; default: break; } m_gm.money -= upgradeCost; }
private void adminDivisionDowningHandler(Divinsion divinsion, CityType type, int index, int count) { MethodInvoker invoker = delegate { switch (type) { case CityType.Country: foreach (string polyline in divinsion.polylines) { DataRow row = this.countryDataTable.NewRow(); row[0] = divinsion.name; row[1] = polyline; this.countryDataTable.Rows.Add(row); } break; case CityType.City: foreach (string polyline in divinsion.polylines) { DataRow row = this.cityDataTable.NewRow(); row[0] = divinsion.name; row[1] = polyline; this.cityDataTable.Rows.Add(row); } break; case CityType.District: foreach (string polyline in divinsion.polylines) { DataRow row = this.districtDataTable.NewRow(); row[0] = divinsion.name; row[1] = polyline; this.districtDataTable.Rows.Add(row); } break; case CityType.Province: foreach (string polyline in divinsion.polylines) { DataRow row = this.provinceDataTable.NewRow(); row[0] = divinsion.name; row[1] = polyline; this.provinceDataTable.Rows.Add(row); } break; } labMessage.Text = "提示:正在下载" + divinsion.name; this.progressBar.Value = index * 100 / count; }; if (base.InvokeRequired) { base.Invoke(invoker); } else { invoker(); } }
public CityDTO(int id, string name, int level, CityType cityType, Location location) { Id = id; Name = name; Level = level; CityType = new CityTypeDTO(cityType); Location = new LocationDTO(location); }
public City(int id, string name, int level, CityType cityType, Location location) { Id = id; Name = name; Level = level; CityType = cityType; Location = location; }
public City(long iD, double latitude, double longitude, string name, CityType type) { ID = iD; Latitude = latitude; Longitude = longitude; Name = name; Type = type; }
public PopulationNodeStats(string name, int control, List <float> factionsSupport, int population, CityType type) { PopulationNodeName = name; Control = control; FactionsSupport = factionsSupport; Population = population; Type = type; }
public void city_citysize_should_return_valid_citysize(CityType expected, string cityName, int poulation) { City myCity = new City { Name = cityName, Population = poulation }; Assert.AreEqual(expected, myCity.CitySize); }
protected ArmyStructureBase( CityType cityType, decimal buildCost, int capacity, UnitType unitType) { this.RequiredCityType = cityType; this.BuildCost = buildCost; this.Capacity = capacity; this.UnitType = unitType; }
public Place(int id, string city, string province, Region region, string country, CityType cityType, string maleDemonym, string femaleDemonym) : base(id) { City = city; Province = province; Region = region; Country = country; this.cityType = cityType; this.maleDemonym = maleDemonym; this.femaleDemonym = femaleDemonym; }
/// <summary> /// 初始化城市 /// </summary> private void LoadCities() { List <City> cityList = new List <City>(MaxCities); FileLocation fl = FileSystem.Instance.Locate("cities.xml", GameFileLocs.Config); GameConfiguration resCon = new GameConfiguration(fl); GameConfiguration.ValueCollection resVals = resCon.Values; Dictionary <string, City> resolveTable = new Dictionary <string, City>(MaxCities); foreach (GameConfigurationSection sect in resVals) { City city; string typestr = sect.GetString("Type", string.Empty).ToLowerInvariant(); CityType type = City.ParseType(typestr); switch (type) { case CityType.Neutral: city = new City(this, null, type); break; case CityType.Oil: case CityType.Green: city = new GatherCity(this, null, type); break; case CityType.Disease: case CityType.Education: case CityType.Health: case CityType.Volience: city = new ProductionCity(this, null, type); break; default: city = new City(this, null, type); break; } city.Parse(sect); resolveTable.Add(sect.Name, city); cityList.Add(city); } for (int i = 0; i < cityList.Count; i++) { cityList[i].ResolveCities(resolveTable); } cities = cityList.ToArray(); }
public CityTypeDTO(CityType cityType) { Id = cityType.Id; Name = cityType.Name; OfficialName = cityType.OfficialName; FictionalName = cityType.FictionalName; Region = cityType.Region; SeaConnection = cityType.SeaConnection; RoadConnection = cityType.RoadConnection; Difficulty = cityType.Difficulty; Description = cityType.Description; }
City GetCityByTypeAndFaction(CityType cityType, Faction faction) { foreach (City city in ObjectsManager.Instance.transform.Find("Map/Cities").GetComponentsInChildren <City>()) { if (city.CityType == cityType && city.CityCurrentFaction == faction) { return(city); } } Debug.LogError("Failed to find city with " + cityType.ToString() + " type and " + faction.ToString() + " faction."); return(null); }
private IEnumerable <CityType> GetCityTypesFromDataTable(DataTable dt) { List <CityType> cityTypes = new List <CityType>(); foreach (DataRow row in dt.Rows) { CityType type = ConvertDataRowToCityType(row, "Id"); cityTypes.Add(type); } return(cityTypes); }
public void ChangePathType(PathType newType) { PathTypeState state = null; lastSetType = newType; switch (newType) { case PathType.city: state = new CityType(); break; case PathType.desert: state = new DesertType(); break; case PathType.field: state = new FieldType(); break; case PathType.forest: state = new ForestType(); break; case PathType.mountain: state = new MountainType(); break; case PathType.road: state = new RoadType(); break; case PathType.rocks: state = new RocksType(); break; case PathType.swamp: state = new SwampType(); break; case PathType.water: state = new WaterType(); break; } if (_pathType != null) { _pathType.OnExitState(); } _pathType = state; _pathType.OnEnterState(this); }
/// <summary> /// Define preset settings based on a type /// </summary> private GenerationSettings GetSettingsFromPreset(CityType cityType) { var genSettings = new GenerationSettings(); switch (cityType) { //Small case CityType.Village: { genSettings.Width = 150; genSettings.Length = 150; genSettings.PointAlgorithm = PointGenerationAlgorithm.Simple; genSettings.Amount = 20; _citySettings.GenerateInnerRoads = false; break; } //medium case CityType.Town: { genSettings.Width = 200; genSettings.Length = 200; genSettings.PointAlgorithm = PointGenerationAlgorithm.Simple; genSettings.Amount = 50; _citySettings.GenerateInnerRoads = true; break; } //large case CityType.Metropolis: { genSettings.Width = 350; genSettings.Length = 350; genSettings.PointAlgorithm = PointGenerationAlgorithm.CityLike; genSettings.Amount = 100; break; } default: break; } //still allow seed to be used with presets genSettings.UseSeed = _generationSettings.UseSeed; genSettings.Seed = _generationSettings.Seed; //prefer fortune algorithm for speed genSettings.VoronoiAlgorithm = VoronoiAlgorithm.Fortune; return(genSettings); }
public ActionResult CityType(int id = 0) { ViewBag.Edit = id != 0; CityType cityType = new CityType(); if (id != 0) { using (var repository = new NHRepository <CityType>()) { cityType = repository.Get(id); } } return(View(cityType)); }
private CityType ConvertDataRowToCityType(DataRow row, string idColumnName) { CityType type = new CityType( Convert.ToInt32(row[idColumnName].ToString()), row["Name"].ToString(), row["OfficialName"].ToString(), row["FictionalName"].ToString(), row["Region"].ToString(), Convert.ToBoolean(row["SeaConnection"].ToString()), Convert.ToBoolean(row["RoadConnection"].ToString()), row["Difficulty"].ToString(), row["Description"].ToString() ); return(type); }
public ForeignCity(ColonyLocation colony_data) { Id = current_id; current_id++; Name = colony_data.Name; Opinion = 1.0f; Opinion_Resting_Point = -1.0f; Update_Opinion_Resting_Point(); City_Type = CityType.Colony; Trade_Route_Type = colony_data.Trade_Route_Type; Preferred_Imports = colony_data.Preferred_Imports; Disliked_Imports = colony_data.Disliked_Imports; Unaccepted_Imports = colony_data.Unaccepted_Imports; Exports = colony_data.Exports; Cheap_Exports = colony_data.Cheap_Exports; Expensive_Exports = colony_data.Expensive_Exports; }
static float ResetGenerateRBallCD(CityType ctype) { switch (ctype) { case CityType.Health: return(RulesTable.HealthBallGenInterval); case CityType.Volience: return(RulesTable.VolienceBallGenInterval); case CityType.Disease: return(RulesTable.DiseaseBallGenInterval); case CityType.Education: return(RulesTable.EducationBallGenInterval); } throw new InvalidOperationException(); }
// BuyCity and UpgradeCity could probably be merged in just one function private void BuyCity() { owned = true; buyButton.GetComponentInChildren <TextMeshProUGUI>().text = "Upgrade!"; GetComponentInChildren <Renderer>().material = ownedMaterial; GetComponentInChildren <MeshFilter>().mesh = warehouseMesh; GetComponentInChildren <MeshCollider>().sharedMesh = warehouseMesh; if (!onCoast) { GetComponentInChildren <MeshFilter>().transform.Rotate(new Vector3(0, 0, Random.Range(0, 360))); } cityType = CityType.warehouse; m_gm.money -= buyingCost; }
//创建某个城市 public static CityManager CreateCity(CityTalkRecord tbCity, CityType type, string name, bool isDad = true) { var cityId = tbCity.Id; var cm = new CityManager(); cm.mCityId = cityId; cm.mType = type; cm.CityName = name; if (isDad) { CityDads.Add(cm); } Citys[cityId] = cm; if (type == CityType.Son) { for (var i = 1; i <= tbCity.Param; i++) { var cc = CreateChannel(cityId, ChannelType.System, string.Format("{0}{1}", name, i)); cm.cChannels.Add(cc.mGuid, cc); } } else { var tbSkillup = Table.GetSkillUpgrading(tbCity.Param); if (tbSkillup != null) { foreach (var i in tbSkillup.Values) { var tbCT = Table.GetCityTalk(i); if (tbCT == null) { continue; } cm.Citys.Add(CreateCity(tbCT, (CityType)tbCT.IsParent, tbCT.Name)); } } //var newCity = CreateCity(cityId * 100 + 1, CityType.Son, "测试1"); //cm.Citys.Add(newCity); //newCity = CreateCity(cityId * 100 + 2, CityType.Son, "测试2"); //cm.Citys.Add(newCity); } return(cm); }
public ForeignCity(ForeignCitySaveData data) { Id = data.Id; if (Id >= current_id) { current_id = Id + 1; } Name = data.Name; Opinion = data.Opinion; Opinion_Resting_Point = data.Opinion_Resting_Point; City_Type = (CityType)data.City_Type; Trade_Route_Type = (TradeRouteType)data.Trade_Route_Type; Preferred_Imports = Make_Resource_List(data.Preferred_Imports); Disliked_Imports = Make_Resource_List(data.Disliked_Imports); Unaccepted_Imports = Make_Resource_List(data.Unaccepted_Imports); Exports = Make_Resource_List(data.Exports); Cheap_Exports = Make_Resource_List(data.Cheap_Exports); Expensive_Exports = Make_Resource_List(data.Expensive_Exports); }
void UpdateCity(string city) { CityType type = CityType.Seashore; GameObject model = null; GameObject oldModel = GameObject.FindGameObjectWithTag(Tags.cityModel); if (oldModel != null) { Destroy(oldModel); } foreach (Province pro in China.china) { if (pro.capital == city) { type = pro.type; } foreach (string c in pro.cities) { if (c == city) //非省会城市 { type = pro.type; } } } switch (type) { case CityType.Commercial: model = Instantiate(Resources.Load("CommercialCity")) as GameObject; break; case CityType.Seashore: model = Instantiate(Resources.Load("Seashore")) as GameObject; break; case CityType.Travel: model = Instantiate(Resources.Load("TravelCity")) as GameObject; break; default: model = Instantiate(Resources.Load("Seashore")) as GameObject; break; } //UnityEngine.SceneManagement.SceneManager.LoadScene(city); }
public GatherCity(BattleField btfld, Player owner, CityType type) : base(btfld, owner, type) { harvester = new Harvester(this, btfld.Map); harvester.GotHome += Harv_Home; harvester.GotThere += Harv_Dest; Harvester.Props hprop = getHarvProps(); harvester.SetProps(hprop); if (this.Type == CityType.Oil) { gatherDistance = RulesTable.OilGatherDistance; } else if (this.Type == CityType.Green) { gatherDistance = RulesTable.GreenGatherDistance; } }
public City( string name, IHouse controllingHouse, int defense, decimal upgradeCost, double initialFoodStorage, double foodProduction, decimal taxBase, CityType cityType = DefaultCityType) { this.Name = name; this.ControllingHouse = controllingHouse; this.Defense = defense; this.UpgradeCost = upgradeCost; this.FoodStorage = initialFoodStorage; this.FoodProduction = foodProduction; this.TaxBase = taxBase; this.availableMilitaryUnits = new List<IMilitaryUnit>(); this.armyStructures = new List<IArmyStructure>(); this.CityType = cityType; }
/// <summary> /// /// </summary> /// <param name="strFolder"></param> /// <param name="blnIsIncremental"></param> /// <returns></returns> public string[] GetFilesList(CityType intCityType, FeedType intFeedType) { string strFolder = intCityType == CityType.Aiken ? Constant.AIKEN_DOWNLOAD_FOLDER : Constant.AUGUSTA_DOWNLOAD_FOLDER; string[] arrFilePaths = Directory.GetFiles(strFolder, "*.csv"); List<string> listFilePaths = new List<string>(); for(int intIndex = 0; intIndex < arrFilePaths.Length; intIndex++) { if(arrFilePaths[intIndex].Contains("Inc.csv") && this.blnIsIncremental) { if ((intFeedType == FeedType.Residential && arrFilePaths[intIndex].Contains("_RES")) || (intFeedType == FeedType.Land && arrFilePaths[intIndex].Contains("_LAND"))) { listFilePaths.Add(arrFilePaths[intIndex]); } } else if (!arrFilePaths[intIndex].Contains("Inc.csv") && !this.blnIsIncremental) { if ((intFeedType == FeedType.Residential && arrFilePaths[intIndex].Contains("_RES")) || (intFeedType == FeedType.Land && arrFilePaths[intIndex].Contains("_LAND"))) { listFilePaths.Add(arrFilePaths[intIndex]); } else if (intFeedType == FeedType.Agent && arrFilePaths[intIndex].Contains("_Agents")) { listFilePaths.Add(arrFilePaths[intIndex]); } else if (intFeedType == FeedType.Office && arrFilePaths[intIndex].Contains("_Offices")) { listFilePaths.Add(arrFilePaths[intIndex]); } } } if (!this.blnIsIncremental) { if (Constant.FILE_COUNT.ContainsKey(intCityType + "_" + intFeedType)) { if (Constant.FILE_COUNT[intCityType + "_" + intFeedType] != listFilePaths.Count) { bFatalError = true; this.WriteToLog("<br /><b><i style=\"color:red;\">Missing file for " + Enum.GetName(typeof(CityType), intCityType) + " " + Enum.GetName(typeof(FeedType), intFeedType) + "</i></b>"); this.bBlockPropertyPurge = true; } } } return listFilePaths.ToArray(); }
/// <summary> /// Define preset settings based on a type /// </summary> private GenerationSettings GetSettingsFromPreset(CityType cityType) { var genSettings = new GenerationSettings(); switch (cityType) { //Small case CityType.Village: { genSettings.Width = 150; genSettings.Length = 150; genSettings.PointAlgorithm = PointGenerationAlgorithm.Simple; genSettings.Amount = 20; _citySettings.GenerateInnerRoads = false; break; } //medium case CityType.Town: { genSettings.Width = 200; genSettings.Length = 200; genSettings.PointAlgorithm = PointGenerationAlgorithm.Simple; genSettings.Amount = 50; _citySettings.GenerateInnerRoads = true; break; } //large case CityType.Metropolis: { genSettings.Width = 350; genSettings.Length = 350; genSettings.PointAlgorithm = PointGenerationAlgorithm.CityLike; genSettings.Amount = 100; break; } default: break; } //still allow seed to be used with presets genSettings.UseSeed = _generationSettings.UseSeed; genSettings.Seed = _generationSettings.Seed; //prefer fortune algorithm for speed genSettings.VoronoiAlgorithm = VoronoiAlgorithm.Fortune; return genSettings; }
/// <summary> /// Adjust settings that generate the voronoi diagram /// </summary> private void GenerationSettings() { //foldout settings _foldoutSettings = EditorGUILayout.Foldout(_foldoutSettings, "Generation Settings", _foldoutStyle); if (!_foldoutSettings) { return; } EditorGUI.indentLevel++; //SEED _generationSettings.UseSeed = EditorGUILayout.Toggle("Use Seed", _generationSettings.UseSeed); if (_generationSettings.UseSeed) { _generationSettings.Seed = EditorGUILayout.IntField("Seed", _generationSettings.Seed); } //PARENT //_townGenerator.Parent = (GameObject)EditorGUILayout.ObjectField("Parent", _townGenerator.Parent, typeof(GameObject), true); //PRESETS _cityType = (CityType)EditorGUILayout.EnumPopup("Preset", _cityType); //ADVANCED SETTINGS _showAdvancedSettings = EditorGUILayout.Toggle("Advanced Settings", _showAdvancedSettings); if (_showAdvancedSettings) { //Width and Height _generationSettings.Width = EditorGUILayout.IntField("Size", (int)_generationSettings.Width); _generationSettings.Length = _generationSettings.Width; _generationSettings.Amount = EditorGUILayout.IntField("Amount of Points", (int)_generationSettings.Amount); } EditorGUI.indentLevel--; }
public City(BattleField btfld, Player owner, CityType type) : base(owner, btfld) { this.battleField = btfld; this.Type = type; BoundingSphere.Radius = CityRadius; }
public DataTable GetCityData(CityType type, string parent) { DataTable data = new DataTable(); try { string sqlString = string.Empty; SQLiteParameter[] parameters = null; City city = new City(); switch (type) { case CityType.Sheng: sqlString = "select Name from t_city where ShengParent IS NULL and ShiParent IS NULL and Code IS NULL"; break; case CityType.Shi: sqlString = "select Name from t_city where ShengParent=@ShengParent and ShiParent IS NULL and Code IS NULL"; parameters = new SQLiteParameter[]{ new SQLiteParameter("@ShengParent",parent) }; break; case CityType.Xian: sqlString = "select Name,Code from t_city where ShiParent=@ShiParent"; parameters = new SQLiteParameter[]{ new SQLiteParameter("@ShiParent",parent) }; break; } SqlAction action = new SqlAction(); data = action.DataTableQuery(sqlString, parameters); } catch (Exception ex) { log.WriteLog(ex.ToString()); } return data; }
static float ResetGenerateRBallCD(CityType ctype) { switch (ctype) { case CityType.Health: return RulesTable.HealthBallGenInterval; case CityType.Volience: return RulesTable.VolienceBallGenInterval; case CityType.Disease: return RulesTable.DiseaseBallGenInterval; case CityType.Education: return RulesTable.EducationBallGenInterval; } throw new InvalidOperationException(); }
public ProductionCity(BattleField btfld, Player owner, CityType type) : base(btfld, owner, type) { generateRBallTime = ResetGenerateRBallCD(Type); generateRBallCD = generateRBallTime; }