private void SetTree(Tree tree, Module module, RoleSystem roleSystems) { IQueryable <THOK.Authority.DbModel.RoleModule> queryRoleModule = RoleModuleRepository.GetQueryable(); HashSet <Tree> childTreeSet = new HashSet <Tree>(); var modules = from m in module.Modules orderby m.ShowOrder select m; foreach (var item in modules) { if (item != module) { Tree childTree = new Tree(); string moduleID = item.ModuleID.ToString(); var roleModules = queryRoleModule.FirstOrDefault(i => i.Module.ModuleID == new Guid(moduleID) && i.RoleSystem.RoleSystemID == roleSystems.RoleSystemID); childTree.id = roleModules.RoleModuleID.ToString(); childTree.text = "模块:" + item.ModuleName; childTree.@checked = roleModules == null ? false : roleModules.IsActive; childTree.attributes = "module"; childTreeSet.Add(childTree); if (item.Modules.Count > 0) { SetTree(childTree, item, roleSystems); } if (item.Functions.Count > 0) { SetFunTree(childTree, item, roleModules); } } } tree.children = childTreeSet.ToArray(); }
private void InitRoleModule(RoleSystem roleSystem) { foreach (var module in roleSystem.System.Modules) { var roleModules = roleSystem.RoleModules.Where(rm => rm.Module.ModuleID == module.ModuleID && rm.RoleSystem.System.SystemID == roleSystem.System.SystemID); if (roleModules.Count() == 0) { RoleModule rm = new RoleModule() { RoleModuleID = Guid.NewGuid(), RoleSystem = roleSystem, Module = module, IsActive = false }; roleSystem.IsActive = false; SetParentRoleModuleIsActiveFalse(rm); RoleModuleRepository.Add(rm); RoleModuleRepository.SaveChanges(); } var roleModule = roleSystem.RoleModules.Single(rm => rm.Module.ModuleID == module.ModuleID && rm.RoleSystem.System.SystemID == roleSystem.System.SystemID); InitRoleFunctions(roleModule); } }
private void CreateSystem() { environmentSystem = new EnvironmentSystem(); //环境 roleSystem = new RoleSystem(); //角色系统 aISystem = new AISystem(); //AI eventSystem = new EventSystem(); //事件系统 functionSystem = new FunctionSystem(); //功能系统 uISystem = new UISystem(); //UI系统 inputSystem = new InputSystem(); //输入系统 gameDataSystem = new GameDataSystem(); //游戏数据系统 }
public override void notifyConstructDone() { base.notifyConstructDone(); if (mGame == null) { mGame = Game.instance as Game; mGameConfig = mGame.getSystem <GameConfig>(); mHardwareInfo = mGame.getSystem <HardwareInfo>(); mSocketNetManager = mGame.getSystem <SocketManager>(); mGameInputManager = mGame.getSystem <GameInputManager>(); mUSBManager = mGame.getSystem <USBManager>(); mGameSetting = mGame.getSystem <GameSetting>(); mRoleSystem = mGame.getSystem <RoleSystem>(); mRaceSystem = mGame.getSystem <RaceSystem>(); mItemManager = mGame.getSystem <SceneItemManager>(); mLogSystem = mGame.getSystem <LogSystem>(); mFrameLogSystem = mLogSystem; mRegisterTool = mGame.getSystem <RegisterTool>(); mWayPointManager = mGame.getSystem <WayPointManager>(); mGameUtility = mGame.getSystem <GameUtility>(); } }
private void InitRoleSystem(Role role, City city, THOK.Authority.DbModel.System system) { var roleSystems = role.RoleSystems.Where(rs => rs.City.CityID == city.CityID && rs.System.SystemID == system.SystemID); if (roleSystems.Count() == 0) { RoleSystem rs = new RoleSystem() { RoleSystemID = Guid.NewGuid(), Role = role, City = city, System = system, IsActive = false }; RoleSystemRepository.Add(rs); RoleSystemRepository.SaveChanges(); } var roleSystem = role.RoleSystems.Single(rs => rs.City.CityID == city.CityID && rs.System.SystemID == system.SystemID); InitRoleModule(roleSystem); }
//初始化数据 public void InitData() { for (int i = 0; i < roundData.Rules.Length; i++) { PerseRule(ref allPerseItem, roundData.Rules[i]); FillProfit(ref roundData.Profit, ref allPerseItem); } RoleProperty player = GameData.Instance.SystemData.AllRoles[roundData.playerId]; DeckProperty playerDeck = GameData.Instance.SystemData.AllDecks[player.DeckId]; PlayerAtt = new RoleSystem { property = (RoleProperty)player.Clone(), Deck = new List <int>(playerDeck.Deck), }; RoleProperty npc = GameData.Instance.SystemData.AllRoles[roundData.npcId]; DeckProperty npcdeck = GameData.Instance.SystemData.AllDecks[npc.DeckId]; NPCAtt = new RoleSystem { property = (RoleProperty)npc.Clone(), Deck = new List <int>(npcdeck.Deck), }; }