void Awake() { Label = GetComponent <Text>(); ValueTransfer indicator = GetComponent <ValueTransfer>(); indicator.OnValueUpdated += OnValueUpdated; }
void Start() { finalSens = 8; finalVolume = 50; Scene currentScene = SceneManager.GetActiveScene(); string sceneName = currentScene.name; //Call the Gameobject GameObject gmobj = GameObject.FindWithTag("GM"); //reference GameManager gm = gmobj.GetComponent <GameManager>(); if (gm.restartMenu == true) { //Call the Gameobject GameObject temp = GameObject.FindWithTag("Transfer"); //reference GameManager vt = temp.GetComponent <ValueTransfer>(); if (sceneName == "Menu" && vt.restartValueBool == false) { sensSlider.value = vt.senTrade / 15; volumeSlider.value = vt.volTrade / 100; gm.restartMenu = false; tempRestart = false; vt.restartValueBool = false; } } else { if (sceneName == "Menu") { sensSlider.value = finalSens / 15; volumeSlider.value = finalVolume / 100; } } if (sceneName != "Menu") { //Call the Gameobject GameObject temp = GameObject.FindWithTag("Transfer"); //reference GameManager vt = temp.GetComponent <ValueTransfer>(); //putting slider values into temp values senTemp = vt.senTrade; volTemp = vt.volTrade; sensSlider.value = senTemp / 15; volumeSlider.value = volTemp / 100; } }
public void roundEnd() { Scene currentScene = SceneManager.GetActiveScene(); string sceneName = currentScene.name; if (sceneName != "Level5") { temp = true; ld.randomDrop(); //let camera free to fire Cursor.lockState = CursorLockMode.None; //switch ui InGameUI.SetActive(false); RoundWonUI.SetActive(true); //say loot name lootName.text = "Do you want the " + ld.currentWeaponName + "?"; //switch camera to display loot Character.SetActive(false); ItemDisplay.SetActive(true); //stop shooting allowFireFinal = false; } else { //stop shooting allowFireFinal = false; Character.SetActive(false); //let camera free to fire Cursor.lockState = CursorLockMode.None; //Call the Gameobject GameObject temp = GameObject.FindWithTag("Transfer"); //reference GameManager vt = temp.GetComponent <ValueTransfer>(); //switch ui EndScreen.SetActive(true); InGameUI.SetActive(false); vt.VictoryCount += 1; victoryCountText.text = "You have won " + vt.VictoryCount.ToString("0") + " time(s)!!!"; deathCountCharText.text = "You have died " + vt.CharDeathCount.ToString("0") + " time(s)!!!"; SceneManager.LoadScene(SceneManager.GetActiveScene().buildIndex + 1); } }
public IActionResult TransferValues([FromBody] ValueTransfer transfer) { if (!ModelState.IsValid) { return(BadRequest("Invalid data.")); } if (transfer.OriginAccount == transfer.DestinationAccount) { return(BadRequest("Origin and Destination accounts cannot be the same.")); } Entry originEntry = Entry.GetEntriesFromTransfer(transfer)[0]; Entry destinationEntry = Entry.GetEntriesFromTransfer(transfer)[1]; BankAccount originBankAccount = _dbContext.BankAccount.Find(transfer.OriginAccount); if (originBankAccount == null) { return(NotFound($"Account #{transfer.OriginAccount} does not exists.")); } BankAccount destinationBankAccount = _dbContext.BankAccount.Find(transfer.DestinationAccount); if (destinationBankAccount == null) { return(NotFound($"Account #{transfer.DestinationAccount} does not exists.")); } if (originBankAccount.UpdatedPosition - transfer.TotalAmount < 0 && !originBankAccount.AllowsOverdraft) { return(BadRequest("The origin account does not allow overdraft.")); } else { originBankAccount.UpdatedPosition = originBankAccount.UpdatedPosition - transfer.TotalAmount; destinationBankAccount.UpdatedPosition = destinationBankAccount.UpdatedPosition + transfer.TotalAmount; _dbContext.UpdateRange(originBankAccount, destinationBankAccount); _dbContext.AddRange(originEntry, destinationEntry); _dbContext.SaveChanges(); return(Ok()); } }
void Update() { if (gm.restart == true) { tempRestart = true; } Scene currentScene = SceneManager.GetActiveScene(); string sceneName = currentScene.name; if (sceneName == "Menu" && sliderChange == true) { //Volume finalVolume = volumeFloat * 100; volume.text = finalVolume.ToString("0"); //Sens finalSens = sensFloat * 15; Sens.text = finalSens.ToString("0"); } if (sceneName != "Menu") { //Volume finalVolume = volumeFloat * 100; volume.text = finalVolume.ToString("0"); //Sens finalSens = sensFloat * 15; Sens.text = finalSens.ToString("0"); } //Call the Gameobject GameObject temp = GameObject.FindWithTag("Transfer"); //reference GameManager vt = temp.GetComponent <ValueTransfer>(); VictoryText.text = vt.VictoryCount.ToString("0") + " Victories"; DeathText.text = vt.CharDeathCount.ToString("0") + " Deaths"; }
public static void TestCode() { ValueTransfer vt = new ValueTransfer(1, 2, 324.67m); string a = vt.ToString(); }
void Awake() { vtransfer = GetComponent <ValueTransfer>(); Handle = GetComponentInChildren <SlideHandle>(); }
void Awake() { vtransfer = GetComponent <ValueTransfer>(); }
void Awake() { indicator = GetComponent <ValueTransfer>(); }
protected virtual void Awake() { vtransfer = GetComponent <ValueTransfer>(); vtransfer.OnValueUpdated += OnValueUpdated; }
// Update is called once per frame void Update() { Scene currentScene = SceneManager.GetActiveScene(); string sceneName = currentScene.name; if (sceneName != "Menu" && sceneName != "tempBeginning") { level.text = "Level " + levelCount.ToString("0"); lowRange = 1 - (levelCount * 0.1f); highRange = (6 - (levelCount - 1) - (levelCount * .1f)); //array of enemies enemyArray = GameObject.FindGameObjectsWithTag("BadGuy"); //count the array enemyCount = enemyArray.Length; //Death count, when above number of enemies on floor give loot deathCountText.text = enemyCount.ToString("0") + " Remaining"; if (isDead == true && restart == false) { //Call the Gameobject GameObject temp = GameObject.FindWithTag("Transfer"); //reference GameManager vt = temp.GetComponent <ValueTransfer>(); vt.CharDeathCount += 1; pause = true; //let camera free to fire Cursor.lockState = CursorLockMode.None; //stop all shooting allowFireFinal = false; //switch to death screen InGameUI.SetActive(false); DeadScreen.SetActive(true); isDead = false; } if (Input.GetKeyDown("escape") && pause == false) { //switch ui OptionsMenu.SetActive(true); InGameUI.SetActive(false); //pause switch allowFireFinal = false; pause = true; //pause leave StartCoroutine(PauseLeave()); } if (pauseLeave == true && Input.GetKeyDown("escape")) { TakeActionBack(); } } }