public static int CacheAllFromDB() { int c = 0; SqlWrapper ms = new SqlWrapper(); DataTable dt = ms.ReadDatatable("SELECT * FROM doors"); foreach (DataRow row in dt.Rows) { Doors door = new Doors(); door.ID = (Int32)row["ID"]; door.Coordinates.x = (Single)row["X"]; door.Coordinates.y = (Single)row["Y"]; door.Coordinates.z = (Single)row["Z"]; door.hX = (Single)row["hx"]; door.hY = (Single)row["hy"]; door.hZ = (Single)row["hz"]; door.hW = (Single)row["hw"]; door.teleport_to_ID = (Int32)row["toid"]; door.teleport_to_PlayField = (Int32)(UInt32)row["toplayfield"]; door.proxy = (Boolean)row["proxy"]; door.playfield = (Int32)(UInt32)row["playfield"]; Program.zoneServer.Doors.Add(door); c++; } return c; }
public DoorFactory( DiContainer container, Doors doors) { _container = container; _doors = doors; }
public static Doors FindCorrespondingDoor(Doors door, Character ch) { if (door.teleport_to_ID == 0) { uint lastconcrete = ch.Stats.ExtenalDoorInstance.StatBaseValue; foreach (Doors doors in Program.zoneServer.Doors) { if (lastconcrete == (uint)doors.ID) { return(doors); } } } foreach (Doors doors in Program.zoneServer.Doors) { if (doors != door) { if (doors.ID == door.teleport_to_ID) { return(doors); } } } return(null); // Should not happen EVER }
public static int CacheAllFromDB() { int c = 0; SqlWrapper ms = new SqlWrapper(); DataTable dt = ms.ReadDatatable("SELECT * FROM doors"); foreach (DataRow row in dt.Rows) { Doors door = new Doors(); door.ID = (Int32)row["ID"]; door.Coordinates.x = (Single)row["X"]; door.Coordinates.y = (Single)row["Y"]; door.Coordinates.z = (Single)row["Z"]; door.hX = (Single)row["hx"]; door.hY = (Single)row["hy"]; door.hZ = (Single)row["hz"]; door.hW = (Single)row["hw"]; door.teleport_to_ID = (Int32)row["toid"]; door.teleport_to_PlayField = (Int32)(UInt32)row["toplayfield"]; door.proxy = (Boolean)row["proxy"]; door.playfield = (Int32)(UInt32)row["playfield"]; Program.zoneServer.Doors.Add(door); c++; } return(c); }
public static Doors FindCorrespondingDoor(Doors door, Character ch) { if (door.teleport_to_ID == 0) { uint lastconcrete = ch.Stats.ExtenalDoorInstance.StatBaseValue; foreach (Doors doors in Program.zoneServer.Doors) { if (lastconcrete == (uint)doors.ID) { return doors; } } } foreach (Doors doors in Program.zoneServer.Doors) { if (doors != door) { if (doors.ID == door.teleport_to_ID) { return doors; } } } return null; // Should not happen EVER }
public HallsSouth(Game game, Torch.Object parent, byte[] data) : base(game, data) { Name = "Coliseum Halls South"; SandbagImage = "Zones/Coliseum/Halls/south-sb"; Sandbag = Grid.FromBitmap(Game.Services, SandbagImage); ImageLayers.Add(new ImageObject(Game, parent, "Zones/Coliseum/Halls/south")); Doors.Add(new Door { Location = new Rectangle(345, 550, 50, 35), Name = "cell", Orientation = Direction.Up }); Doors.Add(new Door { Location = new Rectangle(100, 100, 50, 35), Name = "halls-north", Orientation = Direction.Down }); Doors.Add(new Door { Location = new Rectangle(660, 300, 35, 50), Name = "halls-east", Orientation = Direction.Left }); Objects.Add(new InteractiveObject { Interact = SimpleDoor("coliseum/cell", "halls"), Location = new Rectangle(345, 585, 50, 25) }); Objects.Add(new InteractiveObject { Interact = SimpleDoor("coliseum/halls-north", "halls-south"), Location = new Rectangle(100, 90, 50, 15) }); Objects.Add(new InteractiveObject { Interact = SimpleDoor("coliseum/halls-east", "halls-south"), Location = new Rectangle(700, 300, 15, 50) }); }
public virtual InteractiveTile CreateDoor(Tile original) { if (generationInfo != null) { if (generationInfo.ChildIsland) { Debug.Assert(generationInfo.EntrancesCount > 0); } else { Debug.Assert(generationInfo.EntrancesCount == 0); } } var door = CreateDoorInstance(); Debug.Assert(door != null); bool doorSet = SetTile(door, original.point); Debug.Assert(doorSet); door.DungeonNodeIndex = original.DungeonNodeIndex; var doorInterface = door as IDoor; Debug.Assert(doorInterface != null); Doors.Add(doorInterface); return(door); }
public async void OnSaveDoors(object sender, EventArgs e) { try { IUserDialogs Dialogs = UserDialogs.Instance; Dialogs.ShowLoading("Saving..."); await Task.Delay(2000); Repository repository = new Repository(); Dialogs.HideLoading(); Doors doors = new Doors(); doors.PropertyAsset = new PropertyAsset(); doors.IDPropertyAsset = int.Parse(App.Current.Properties["PropertyId"].ToString()); doors.Brand = branddoor.Text; doors.Warranty = warrantydoor.Text; doors.Description = descripctiondoor.Text; doors.Comments = commentsdoor.Text; doors.FFile = fileNamedoor; doors.IDUSERPropertyAsset = int.Parse(App.Current.Properties["UsersId"].ToString()); repository.PostDoors(doors); await DisplayAlert("Doors", "The Door: " + branddoor.Text + " is saved ", "OK"); GoToPage(); } catch (Exception ex) { await DisplayAlert("Doors", ex.Message, "OK"); } }
internal void AddDoor(Door door) { Rectangle coordinates = GetCoordinates(door.Orientation, door.Alignment, 5, 20); door.Coordinates = coordinates; Doors.Add(door.Id, door); }
public string TryGoNextRoom(string door, Player player) { foreach (var d in Doors) { if (door != d.DoorColor.ToString().ToLower() || !d.DoorOpen) { continue; } if ((int)d.DoorColor == player.Position) { player.Position++; return($"You went through the {d.DoorColor.ToString().ToLower()} door"); } if ((int)d.DoorColor + 1 == player.Position) { player.Position--; return($"You went through the {d.DoorColor.ToString().ToLower()} door"); } } bool doorInRoom = Doors.Any(d => d.DoorColor.ToString().ToLower() == door); return(doorInRoom ? "Door is closed" : "Door is not in this room"); }
/// <summary> /// Attempt to build a room off a random point on a corridor. /// </summary> /// <returns> /// True if the a room is built on the corridor. Otherwise, false. /// </returns> private bool BuildRoomOnCorridor() { //// the offest of start is to move one point in the direction //// the room is being built, to ensure it has a discrete entry point for (int attempt = 0; attempt < MaximumAttempts; attempt++) { int directionAwayFromCorridor; Vector2 corridorPoint = GetCorridorPoint(out directionAwayFromCorridor); Vector2 door; Rect room = GetRoom(corridorPoint, directionAwayFromCorridor, out door); if (RectangleFits(room)) { BuildRectangle(room); Rooms.Add(room); Doors.Add(door); Map[(int)door.x, (int)door.y] = (int)MapElements.Door; _currentRoomCount++; return(true); } } return(false); }
public Program() { lcd = new LCD(GridTerminalSystem); doors = new Doors(GridTerminalSystem); lights = new Lights(GridTerminalSystem); dangerLights = new DangerLights(GridTerminalSystem); }
public virtual void OnCollisionEnter2D(Collision2D coll) { //Handles collisions with players. if (coll.gameObject.tag == "Player") { SoloPlayers p = coll.gameObject.GetComponent <SoloPlayers> (); if (p.playerNum != owner) { hitPlayer(p); } //Ignores collision if colliding with player who performed that attack (so you can't hit yourself). if (p.playerNum == owner) { Physics2D.IgnoreCollision(coll.gameObject.GetComponent <Collider2D> (), GetComponent <Collider2D> ()); } } if (coll.gameObject.tag == "Fusion") { Physics2D.IgnoreCollision(coll.gameObject.GetComponent <Collider2D> (), GetComponent <Collider2D> ()); } if (coll.gameObject.tag == "Wall") { Doors d = coll.gameObject.GetComponent <Doors> (); if (d != null) { if (owner == d.playerNum) { Destroy(coll.gameObject); killProjectile(); } } } }
private void Start() { parent = gameObject.GetComponentInParent <Doors>(); cont = FindObjectOfType <PlayerUIController>(); cont.doorPrice.enabled = false; rend = gameObject.GetComponent <MeshRenderer>(); }
private bool TryAddNormalDoor(MapTile tile, Point location) { BlockType blockType; Direction direction; // ReSharper disable once SwitchStatementMissingSomeCases switch (tile) { case MapTile.DoorUp: blockType = BlockType.DoorUp; direction = Direction.Up; break; case MapTile.DoorDown: blockType = BlockType.DoorDown; direction = Direction.Down; break; default: return(false); } var door = new NormalDoor(_survivalManager, location, blockType); Doors.Add(direction, door); Drawables.Add(door); Collidables.Add(door); return(true); }
public static void UpdateDoorHeading(Client cli) { SqlWrapper ms = new SqlWrapper(); Doors door = DoorinRange(cli.Character.PlayField, cli.Character.Coordinates, 4.0f); if (door == null) { cli.SendChatText("No door in range to align"); return; } cli.SendChatText( string.Format("Door {0} Heading before: {1} {2} {3} {4}", door.ID, door.hX, door.hY, door.hZ, door.hW)); AOCoord a = new AOCoord { x = cli.Character.Coordinates.x - door.Coordinates.x, y = cli.Character.Coordinates.y - door.Coordinates.y, z = cli.Character.Coordinates.z - door.Coordinates.z }; Quaternion q = new Quaternion(a.x, a.y, a.z, 0); cli.SendChatText(string.Format("Door {0} Heading now: {1} {2} {3} {4}", door.ID, q.x, q.y, q.z, q.w)); ms.SqlUpdate( "UPDATE doors SET HX=" + String.Format(CultureInfo.InvariantCulture, "'{0}'", q.x) + ", HY=" + String.Format(CultureInfo.InvariantCulture, "'{0}'", q.y) + ", HZ=" + String.Format(CultureInfo.InvariantCulture, "'{0}'", q.z) + ", HW=" + String.Format(CultureInfo.InvariantCulture, "'{0}'", q.w) + " WHERE ID=" + door.ID + ";"); door.hX = (float)q.x; door.hY = (float)q.y; door.hZ = (float)q.z; door.hW = (float)q.w; }
public void PostDoors(Doors doors) { System.Net.Http.HttpResponseMessage response = null; using (var Client = new System.Net.Http.HttpClient()) { try { var JSON = Newtonsoft.Json.JsonConvert.SerializeObject(doors); var content = new StringContent(JSON, Encoding.UTF8, "text/json"); var URLWebAPI = "http://50.73.94.149/wsMaterialHouse/api/Doors"; response = Client.PostAsync(URLWebAPI, content).Result; //Debug.WriteLine(response.StatusCode); //if (response.StatusCode != System.Net.HttpStatusCode.OK) //{ // throw new Exception(); //} } catch (Exception e) { throw e; } } }
public void CloseDoor(Doors door) { string[] commands = null; switch (door) { case Doors.MainDoor: commands = new string[] { "mn dr cl" }; break; case Doors.DropDoor: commands = new string[] { "dr dr cl" }; break; case Doors.CashboxDoor: commands = new string[] { "bi dr cl" }; break; case Doors.LogicDoor: case Doors.CardCageDoor: commands = new string[] { "logic cl" }; break; } if (commands != null) { WriteCOM(commands); } }
public void Boot() { Rooms = new List <Room>(); Room mainRoom = new Room(new PointF(0, 0), new PointF(750, 450)); mainRoom.isMainRoom = true; mainRoom.AddDoor(Room.DoorPosition.Right, 50); Room room1 = new Room(new PointF(0, 0), new PointF(150, 150)); room1.AddDoor(Room.DoorPosition.Down, 50); Room room2 = new Room(new PointF(150, 0), new PointF(300, 150)); room2.AddDoor(Room.DoorPosition.Down, 50); Room room3 = new Room(new PointF(500, 0), new PointF(750, 150)); room3.AddDoor(Room.DoorPosition.Down, 50); Room room4 = new Room(new PointF(0, 300), new PointF(150, 450)); room4.AddDoor(Room.DoorPosition.Right, 50); Room room5 = new Room(new PointF(300, 300), new PointF(550, 450)); room5.AddDoor(Room.DoorPosition.Left, 50); Room room6 = new Room(new PointF(550, 300), new PointF(750, 450)); room6.AddDoor(Room.DoorPosition.Up, 50); Rooms.Add(mainRoom); Rooms.Add(room1); Rooms.Add(room2); Rooms.Add(room3); Rooms.Add(room4); Rooms.Add(room5); Rooms.Add(room6); EmergencyCheckpoint ec6 = new EmergencyCheckpoint(new PointF(750, 225), null); EmergencyCheckpoint ec5 = new EmergencyCheckpoint(new PointF(640, 225), ec6); EmergencyCheckpoint ec4 = new EmergencyCheckpoint(new PointF(400, 215), ec5); EmergencyCheckpoint ec3 = new EmergencyCheckpoint(new PointF(225, 225), ec4); EmergencyCheckpoint ec2 = new EmergencyCheckpoint(new PointF(75, 225), ec3); EmergencyCheckpoint ec1 = new EmergencyCheckpoint(new PointF(225, 350), ec3); EmergencyRoute.Add(ec6); EmergencyRoute.Add(ec5); EmergencyRoute.Add(ec4); EmergencyRoute.Add(ec3); EmergencyRoute.Add(ec2); EmergencyRoute.Add(ec1); Rooms.ForEach(room => { Doors.AddRange(room.Doors); Walls.AddRange(room.Walls); }); }
public virtual void ToggleDoors(bool secure, bool open) { Doors.ForEachReverse( d => { if (d == null || d.Deleted || d.Map != Map) { Doors.Remove(d); return; } if ((!d.Open || !CanCloseDoor(d)) && (d.Open || !CanOpenDoor(d))) { return; } d.Open = open; d.Locked = secure; if (_DoorTimerField == null) { return; } var t = _DoorTimerField.GetValue(d) as Timer; if (t != null) { t.Stop(); } }); }
public void EditBadge() { Console.Clear(); Console.WriteLine("What is the badge number to update?"); int input = int.Parse(Console.ReadLine()); foreach (Badge badge in Badge.BadgeDictionary.Keys) { if (badge.BadgeId == input) { Console.WriteLine(); PrintAccessSummary(badge); Console.WriteLine("What would you like to do?\n\n" + "1. Remove a door\n" + "2. Add a door"); switch (Console.ReadLine()) { case "1": Console.WriteLine("\nWhich door would you like to remove?"); Doors door = (Doors)Enum.Parse(typeof(Doors), Console.ReadLine()); Badge.BadgeDictionary[badge].Remove(door); Console.WriteLine("\nDoor Removed;"); break; case "2": Console.WriteLine("\nWhich door would you like to add?"); door = (Doors)Enum.Parse(typeof(Doors), Console.ReadLine()); Badge.BadgeDictionary[badge].Add(door); break; } PrintAccessSummary(badge); } } }
void Start() { doorsOpen_script = GateDoors.GetComponent <Doors>(); lightactivate_script = GateLight1.GetComponent <LightOn1>(); powerlight_script = PowerLight1.GetComponent <LightOn1>(); // message = "Gate Power 1 Activated"; }
void Start() { doorsOpen_script = GateDoors.GetComponent <Doors>(); anim = GetComponent <Animator>(); gategearactivate_script = GateGearObj.GetComponent <GateGear2>(); // message = "Gate Gear 2 Activated"; }
public RoomObject(Vector2 coord, Doors doors, float width, float height) { coordinateInGrid = coord; this.doors = doors; tileWidth = width; tileHeight = height; }
public void RemoveDoor() { var indexToRemove = _rand.Next(1, 3); indexToRemove = MakeSureDoorToBeRemovedIsNotChosenDoor(); Doors.RemoveAt(DoorToRemove); }
private void AddNewDoor() { var curSelectWindow = new SelectWindow(); var typeToAdd = curSelectWindow.SelectProductType(); BaseClasses.Door doorToAdd = null; switch (typeToAdd) { case Helpers.AllNames.ProductClasses.k1MDType: doorToAdd = new ViewModels.MDDoors.MDDoor(); break; case Helpers.AllNames.ProductClasses.k4RDType: doorToAdd = new ViewModels.RDDoors.RDDoor(); break; default: break; } if (doorToAdd != null) { doorToAdd.Edit(); Doors.Add(doorToAdd); } }
public void AddDoor(Doors aDoor) { if (!myDoors.Contains(aDoor)) { myDoors.Add(aDoor); } }
public void TestDrawDoorsAddsRectangleForOneDoor() { System.Drawing.Rectangle doorBoundingBox = new System.Drawing.Rectangle(20, 50, 300, 500); DetectedDoor detectedDoor = new DetectedDoor(doorBoundingBox, new System.Drawing.Size(0, 0), DetectedDoor.DetectionConfidence.LOW, 0, 0, ""); Canvas canvas = new Canvas(); List <DetectedDoor> doors = new List <DetectedDoor>(); doors.Add(detectedDoor); Doors doorsTab = new Doors(null); PrivateObject privateAccessor = new PrivateObject(doorsTab); privateAccessor.Invoke("DrawDoors", doors, canvas); // There was one door given so there should be one child in the canvas Assert.AreEqual <int>(1, canvas.Children.Count); // That one child rectangle should have the correct bounding box System.Windows.Shapes.Rectangle doorShape = (System.Windows.Shapes.Rectangle)canvas.Children[0]; // Compare the two bounding boxes, they should be the same Assert.AreEqual <double>(doorBoundingBox.Width, doorShape.Width); Assert.AreEqual <double>(doorBoundingBox.Height, doorShape.Height); Assert.AreEqual <double>(doorBoundingBox.Left, Canvas.GetLeft(doorShape)); Assert.AreEqual <double>(doorBoundingBox.Top, Canvas.GetTop(doorShape)); }
internal SittingDuck(ThreatController threatController, Game game, ILookup <ZoneLocation, DamageToken> initialDamage) { ThreatController = threatController; threatController.ThreatAttackedShip += TakeAttack; Game = game; var redDoors = new Doors(); var blueDoors = new Doors(); var interceptors = new Interceptors(); var interceptorStation1 = CreateInterceptorStation1(threatController); var interceptorStation2 = CreateInterceptorStation2(threatController); var interceptorStation3 = CreateInterceptorStation3(threatController); BlueDoors = blueDoors; RedDoors = redDoors; WhiteZone = CreateWhiteZone(threatController, initialDamage, redDoors, blueDoors); RedZone = CreateRedZone(threatController, initialDamage, redDoors, WhiteZone, interceptors); BlueZone = CreateBlueZone(threatController, initialDamage, WhiteZone, blueDoors); ZonesByLocation = new Zone[] { RedZone, WhiteZone, BlueZone }.ToDictionary(zone => zone.ZoneLocation); InterceptorStations = new [] { interceptorStation1, interceptorStation2, interceptorStation3 }; StationsByLocation = Zones .SelectMany(zone => new Station[] { zone.LowerStation, zone.UpperStation }) .Concat(InterceptorStations) .ToDictionary(station => station.StationLocation); StandardStationsByLocation = Zones .SelectMany(zone => new StandardStation[] { zone.LowerStation, zone.UpperStation }) .ToDictionary(station => station.StationLocation); }
void Awake() { number_spawn = PlayerPrefs.GetInt(scenes, 0); Vector3 pos_spawn = transform.TransformDirection(spawn[number_spawn].transform.GetChild(0).transform.position); heroe = GameObject.Find("Heroe"); Movings other; other = heroe.gameObject.GetComponent("Movings") as Movings; other.camera = camera; heroe.transform.position = pos_spawn; if (heroe.gameObject.GetComponent <AudioSource>().enabled == false) { heroe.gameObject.GetComponent <AudioSource>().enabled = true; } Doors door_s = spawn[number_spawn].gameObject.GetComponent("Doors") as Doors; if (door_s != null) { other.side = door_s.side; if (door_s.side == "left") { camera.transform.position = new Vector3(7, 2.85f, 1.5f); camera.transform.localEulerAngles = new Vector3(10, -100, 0); } else if (door_s.side == "right") { camera.transform.position = new Vector3(1.5f, 2.85f, 7); camera.transform.localEulerAngles = new Vector3(10, -170, 0); } } }
public List <ObjectDTO> SceneReconstruction(int planId) { List <ObjectDTO> objects = new List <ObjectDTO>(); List <BoxDTO> BoxesInPlan = Boxs.BoxesInPlan(planId); foreach (BoxDTO box in BoxesInPlan) { List <BoardDTO> BoardsInBox = Boards.BoardsInBox(box.Id); List <DrawerDTO> DrawersInBox = Drawers.DrawersInBox(box.Id); List <DoorDTO> DoorsInBox = Doors.DoorsInBox(box.Id); List <bool> PozicijeFioka = new List <bool>(); List <bool> PozicijeVrata = new List <bool>(); for (int i = 0; i < BoardsInBox.Count + 1; i++) { PozicijeFioka.Add(false); PozicijeVrata.Add(false); } foreach (DrawerDTO d in DrawersInBox) { PozicijeFioka[d.pregrada] = true; } foreach (DoorDTO d in DoorsInBox) { PozicijeVrata[d.pregrada] = true; } ObjectDTO o = new ObjectDTO() { Width = box.Width, Height = box.Height, Depth = box.Depth, Name = box.Name, BoardThickness = box.BoardThickness, PositionX = box.PositionX, PositionY = box.PositionY, PositionZ = box.PositionZ, Texture = box.Texture, childs = BoardsInBox, nizFioka = DrawersInBox, pozicije_fioka = PozicijeFioka, nizVrata = DoorsInBox, pozicije_vrata = PozicijeVrata, vertikalno = box.vertikalno, horizontalno = box.horizontalno, globalX = box.globalX, globalY = box.globalY, globalZ = box.globalZ }; objects.Add(o); } return(objects); }
static void Main(string[] args) { Doors doors = new Doors(70); Inhabitant homie = new Inhabitant("John Flitch", "90930293", "92832832"); HouseModel house = new HouseModel("malinowa 2", 90, 2); Console.ReadKey(); }
public override void OnShot() { //already shot if (GetComponent<Animator>() != null) { if (open == Doors.CLOSED) { Debug.Log("open"); GetComponent<Animator>().SetInteger("status", 1); open = Doors.OPEN; } } }
void OnTriggerEnter2D(Collider2D other){ if (other.name != "Player") return; if (open == Doors.OPEN) { open = Doors.GETIN; GetComponent<Animator>().SetInteger("status", 2); var player = GameObject.Find("Player"); player.GetComponent<SpriteRenderer>().enabled = false; player.GetComponent<Player>().SetControllable(false); FindObjectOfType<Level1>().CompleteObjective("getInCar"); } }
// Use this for initialization void Start () { open = Doors.CLOSED; }