public void PartAttached(VehiclePart_Config _part, Workshop _workshop) { attachedParts[_part]++; //Debug.Log(_workshop.workshopIndex + " attached " + _part + " " + attachedParts[_part] + " / " + requiredParts[_part]); if (attachedParts[_part] == requiredParts[_part]) { if (factoryMode == FactoryMode.DOD) { workshopTasks.Remove(_workshop.currentTask); if (workshopTasks.Count > 0) { WorkshopTask _NEXT_TASK = Get_inactive_workshop_task(); if (_NEXT_TASK != null) { _workshop.Set_current_task(_NEXT_TASK); } else { _workshop.gameObject.active = false; } Debug.Log(_workshop.workshopIndex + " TASK COMPLETE: " + _part + ", new task: " + _workshop.currentTask.requiredParts.First().Key); } } } }
public async Task <IActionResult> PutWorkshopTask([FromRoute] int id, [FromBody] WorkshopTask workshopTask) { if (!ModelState.IsValid) { return(BadRequest(ModelState)); } if (id != workshopTask.Id) { return(BadRequest()); } _context.Entry(workshopTask).State = EntityState.Modified; try { await _context.SaveChangesAsync(); } catch (DbUpdateConcurrencyException) { if (!WorkshopTaskExists(id)) { return(NotFound()); } else { throw; } } return(NoContent()); }
public void Set_current_task(WorkshopTask _task) { if (_task != null) { currentTask = _task; if (factoryMode == FactoryMode.DOD) { currentTaskPart = currentTask.requiredParts.First().Key; } } }
public async Task <IActionResult> PostWorkshopTask([FromBody] WorkshopTask workshopTask) { if (!ModelState.IsValid) { return(BadRequest(ModelState)); } _context.Tasks.Add(workshopTask); await _context.SaveChangesAsync(); return(CreatedAtAction("GetWorkshopTask", new { id = workshopTask.Id }, workshopTask)); }
public static async Task DeleteTask(WorkshopTask task, WorkshopContext context) { context.Tasks.Remove(task); await context.SaveChangesAsync(); }