public async Task EditDoor(DoorModel door) { var content = new StringContent(JsonSerializer.Serialize(door), Encoding.UTF8, "application/json"); await _client.PutAsync("api/door", content); }
/// <summary> /// Gets references /// </summary> private void Start() { doorModel = GetComponent <DoorModel>(); doorController = GetComponent <DoorController>(); doorModel.Opened += OnDoorOpened; doorModel.Closed += OnDoorClosed; }
private void Start() { // Setup door instance doorInstance = Instantiate(doorPrefab, transform); doorController = doorInstance.GetComponent <DoorController>(); doorInstance.gameObject.SetActive(false); // Get managers gridManager = GridManager.Instance; gameManager = FindObjectOfType <GameManager>(); gridManager.gridGenerated += OnGridGenerated; }
public async Task <DoorModel> AddDoor(DoorModel door) { var content = new StringContent(JsonSerializer.Serialize(door), Encoding.UTF8, "application/json"); var response = await _client.PostAsync("api/door", content); if (response.IsSuccessStatusCode) { return(await JsonSerializer.DeserializeAsync <DoorModel>(await response.Content.ReadAsStreamAsync())); } return(null); }
public ActionResult SaveDoorData(DoorModel data) { using (var db = new LeafletContext()) { db.Doors.Add(new Door() { DoorNo = data.DoorNo, Coordinate = data.Coordinate, DistrictId = data.DistrictId }); db.SaveChanges(); } var result = new { Code = 1, Message = "Success" }; return(Json(result)); }
public DoorVM() { myDoors = new ObservableCollection <DoorModel>(); DoorModel d = new DoorModel(1, "Door 1", "Close", "Locked", false, true); myDoors.Add(d); //DoorModel d2 = new DoorModel() { Title = "Door No 1", ImageData = @"Images/CloseDoor.png" }; //Doors.Add(d); //DoorModel d3 = new DoorModel() { Title = "Door No 1", ImageData = @"Images/OpenDoor.jpg" }; //Doors.Add(d); DoorRepository allDoors = new DoorRepository(); var doors = allDoors.PopulateDoorModels(); foreach (var dr in doors) { myDoors.Add(dr); } }
// GET: Index public ActionResult Index() { List <DoorModel> doorList = new List <DoorModel>(_DOOR); //creating 100 doors for (int count = 1; count <= _DOOR; count++) { DoorModel door = new DoorModel(count); doorList.Add(door); } // Passing through doors 100 times for (int pass = 1; pass <= _PASS; pass++) { for (int i = pass; i <= doorList.Capacity; i += pass) { doorList[i - 1].State = doorList[i - 1].State == State.Open ? State.Close : State.Open; } } return(View("Door", doorList)); }
public async Task RemoveDoor(DoorModel door) { await _client.DeleteAsync($"api/door/{door.Id}"); }
public void Configure(DoorModel doorModel, Vector3 turnPoint, GameObject movingPart) { DoorModel = doorModel; TurnPoint = turnPoint; MovingPart = movingPart; }
/// <summary> /// Get references /// </summary> private void Awake() { doorView = GetComponent <DoorView>(); doorModel = GetComponent <DoorModel>(); }