static void Main(string[] args)
        {
            string name = "tutul";

            int salary = 0;
            int tax    = 0;

            //Load data

            //cara project reference
            //ISalaryService salaryService = new SalaryService();
            //ITaxService taxService = new TaxService();

            //salary = salaryService.GetSalaryByName(name);
            //tax = taxService.GetTaxBySalary(salary);



            //cara web service
            SalaryWebService.SalaryService salaryWs = new SalaryWebService.SalaryService();
            salary = salaryWs.GetSalaryByName(name);

            TaxWebService.TaxService taxWs = new TaxWebService.TaxService();
            tax = taxWs.GetTaxBySalary(salary);

            //Show UI
            SalaryUI salaryUI = new SalaryUI();
            TaxUI    taxUI    = new TaxUI();

            salaryUI.ShowSalary(name, salary);
            taxUI.ShowTax(name, tax);

            Console.ReadKey();
        }
Exemple #2
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    // Start is called before the first frame update
    void Start()
    {
        // Get an instance of the propUI object and set it to false ( we ain't using it yet ).
        propUI = GameObject.FindObjectOfType <PropertyUI>();
        propUI.gameObject.SetActive(false);

        // Get an instance of the buyRail object and set it to false ( we ain't using it yet ).
        buyRail = GameObject.FindObjectOfType <BuyRailRoadUI>();
        buyRail.gameObject.SetActive(false);

        // Get an instance of the railOwnedUI object and set it to false.
        railOwned = GameObject.FindObjectOfType <RailOwnedUI>();
        railOwned.gameObject.SetActive(false);

        // Get an instance of the ChanceCardUI object and set it to false.
        chanceCardUI = GameObject.FindObjectOfType <ChanceCardUI>();
        chanceCardUI.gameObject.SetActive(false);

        // Get an instance of the CommunityChestUI object and set it to false.
        commUI = GameObject.FindObjectOfType <CommunityChestUI>();
        commUI.gameObject.SetActive(false);

        // Get instance of property monopoly UI.
        propMonop = GameObject.FindObjectOfType <PropertyOwnMonopoly>();
        propMonop.gameObject.SetActive(false);

        // Get instance of property owned UI.
        propOwnedUi = GameObject.FindObjectOfType <PropertyOwnedUI>();
        propOwnedUi.gameObject.SetActive(false);

        // Get instance of pass go UI.
        passGoUi = GameObject.FindObjectOfType <PassGoUI>();
        passGoUi.gameObject.SetActive(false);

        // Get instance of TaxUI.
        taxUI = GameObject.FindObjectOfType <TaxUI>();
        taxUI.gameObject.SetActive(false);

        // Get instance of UtilUI.
        utilUI = GameObject.FindObjectOfType <UtilityUI>();
        utilUI.gameObject.SetActive(false);

        // Get instance of jailLandedUI.
        jailLanded = GameObject.FindObjectOfType <JailLandedUI>();
        jailLanded.gameObject.SetActive(false);

        // Get instance of GoToJailUI.
        goToJailUI = GameObject.FindObjectOfType <GoToJailUI>();
        goToJailUI.gameObject.SetActive(false);

        // Get instance of InJailUI
        inJailUI = GameObject.FindObjectOfType <InJailUI>();
        inJailUI.gameObject.SetActive(false);

        // Get instance of InJailUI
        doubleRollUI = GameObject.FindObjectOfType <DoubleRollUI>();
        doubleRollUI.gameObject.SetActive(false);

        menu = GameObject.FindObjectOfType <PauseMenu>();
        menu.gameObject.SetActive(false);

        // Get an instance of the ownership class.
        owner = GameObject.FindObjectOfType <Ownership>();

        // Check the players money.
        CheckPlayerMoney();
        Debug.Log("Current player is: " + (CurrentPlayerID + 1));
    }