public ResultHelper SetBuild(BuildDto buildDto) { try { build item = new build(); if (buildDto.SiteID == 0) { item.SiteID = null; } else { item.SiteID = buildDto.SiteID; } item.BuildID = buildDto.BuildID; item.CampusID = buildDto.CampusID; item.Gps = buildDto.Gps; item.Name = buildDto.Name; item.Adress = buildDto.Address; item.Properties = buildDto.Properties; using (UnitOfWork unitofWork = new UnitOfWork()) { unitofWork.GetRepository <build>().Update(item); unitofWork.saveChanges(); return(new ResultHelper(true, buildDto.BuildID, ResultHelper.SuccessMessage)); } } catch (Exception ex) { return(new ResultHelper(false, buildDto.BuildID, ResultHelper.UnSuccessMessage)); } }
public void Update() { if (currentTime > 0) { currentTime -= Time.deltaTime; if (currentTime <= 0) { if (fin) { SceneManager.LoadScene("ScoringTeamVague"); } else { SceneManager.LoadScene(SceneManager.GetActiveScene().name); } } } if (state == build.Replace) { for (int i = 0; i < building.Count; i++) { posbuild = building[i].transform.position; posbuild.y = Random.Range(transmin.position.y, transmax.position.y); building[i].transform.position = posbuild; } state = build.Playing; currentTime = timeLeft; } }
void Awake() { if (instance != null) { Debug.LogError("More than one BuildManager in scene!"); return; } instance = this; }
private void Start() { logiventor = GameObject.FindGameObjectWithTag("event"); logivent = logiventor.GetComponent <eventmanager>(); player = GameObject.FindGameObjectWithTag("Trejar"); if (player == null) { Debug.Log("error!"); } builder = GameObject.FindGameObjectWithTag("builder"); built = builder.GetComponent <build>(); }//参照するスクリプトを開く
public void SetUp() { this.testee = new Build(Url); this.buildDto = new build { id = 1, number = "buildNumber", status = "buildStatus", startDate = "buildStartDate", finishDate = "buildfinishDate", }; }
void OnGUI() { if (this.build == true) { if (GUI.Button(new Rect(Screen.width * 5 / 6, Screen.height * 3 / 4, Screen.width / 6, Screen.height / 4), FunctionButton, guiSkin.customStyles[3])) { this.transform.parent.collider.enabled = true; //Player thisPlayer = GameObject.Find("Player").gameObject.GetComponent<Player>(); int[] quatity = new int[8] { 0, 0, 0, 0, 0, 0, 0, 0 }; for (int i = 0; i <= 2; i++) { quatity[i] = -1 * needSource[i]; thisPlayer.source[i] = thisPlayer.source[i] - needSource[i]; } sendSourceModify(quatity); Server.Send("551," + x + "," + z); thisPlayer.infomationText("工地蓋好了!"); // thisPlayer.infotext="The House is Build"; // thisPlayer.info=true; // thisPlayer.infoTime=Time.time; build thisParent = this.transform.parent.GetComponent <build>(); thisPlayer.click = false; build = false; Vector3 Pos = new Vector3(this.transform.position.x - 1, this.transform.position.y + 5, this.transform.position.z + 1); GameObject animateNow = (GameObject)Instantiate(thisParent.Building, Pos, thisParent.Building.transform.rotation); Pos = new Vector3(this.transform.position.x - 1, this.transform.position.y + 4, this.transform.position.z + 1); GameObject SomkeNow = (GameObject)Instantiate(thisParent.Smoke, Pos, thisParent.Building.transform.rotation); Pos = new Vector3(this.transform.position.x - 1, this.transform.position.y + 4.1f, this.transform.position.z + 1); GameObject SmokeAnimateNow = (GameObject)Instantiate(thisParent.SmokeAnimation, Pos, thisParent.Building.transform.rotation); Destroy(animateNow, 5); Destroy(SomkeNow, 5); Destroy(SmokeAnimateNow, 5); Destroy(this.transform.parent.gameObject); Destroy(this.gameObject); } } if (GUI.Button(new Rect(9 * Screen.width / 10, Screen.height * 1 / 8, Screen.width / 10, Screen.height / 8), "X", guiSkin.button)) { thisPlayer.click = false; Destroy(this.transform.parent.gameObject); //build=false; } }
void build_function() { foreach (string HouseIDKey in State.HouseID.Keys) { if (!State.HouseStatus[HouseIDKey]) { BuildNow = (Rigidbody)Instantiate(build[State.HouseKind[HouseIDKey]], new Vector3(State.HousePositionX[HouseIDKey], 0, State.HousePositionZ[HouseIDKey]), build[State.HouseKind[HouseIDKey]].transform.rotation); build thisBuild = BuildNow.gameObject.GetComponent <build>(); thisBuild.HouseID = State.HouseID[HouseIDKey]; State.HouseStatus[HouseIDKey] = true; } } }
public bool RewardWeapon; // 미션 성공시 받는 무기 보상확인 변수 void Start() { RewardWeapon = false; rend = GetComponent <Renderer>(); // Renderer 컴포넌트 InitialColor = rend.material.color; getThisWeapon = null; instance = this; build = build.instance; build.before_node = this.gameObject; // 이전에 선택한 노드변수 현재 노드로 초기화 }
private static List <buildDetails> getBuilds(List <projectDetails> projects, inputs theInputs) { List <buildDetails> builds = new List <buildDetails>(); // get the builds for the last 30 days string startDate = string.Format("{0:M-d-yyyy}", DateTime.Now.AddDays(-30)); foreach (projectDetails p in projects) { string url = $"https://dev.azure.com/{theInputs.Org}/{p.name}/_apis/build/builds?minTime={startDate}&api-version=5.1"; string response = RunGetAPI(theInputs.Pat, url); if (!string.IsNullOrEmpty(response)) { build ret = JsonConvert.DeserializeObject <build>(response); // set the project name for all the builds and then append to our master list builds.AddRange(ret.value.Select(c => { c.theproject = p.name; return(c); }).ToList()); } } return(builds); }
public BuildDto GetBuild(int buildID) { try { using (UnitOfWork unitofWork = new UnitOfWork()) { build item = new build(); item = unitofWork.GetRepository <build>().GetById(x => x.BuildID == buildID); BuildDto buildDto = new BuildDto(); buildDto.BuildID = item.BuildID; buildDto.SiteID = (int)item.SiteID; buildDto.CampusID = (int)item.CampusID; buildDto.Name = item.Name; buildDto.Address = item.Adress; buildDto.Gps = item.Gps; buildDto.Properties = item.Properties; return(buildDto); } } catch (Exception ex) { return(null); } }
// Use this for initialization void Start() { GestureHandler = this.GetComponent<GestureHandler>(); BuildController = this.GetComponent<build>(); LemmingController = this.GetComponent<LemmingController>(); this.networkView.group = this.PLAYER_NUM; // Player-specific messages only sent to this player's group }
public void Start() { state = build.Replace; }
/// <summary> /// Initializes a new instance of the <see cref="ModuleVersion"/> class with the specified major, minor, build, and revision numbers. /// </summary> /// <param name="major">The major version number.</param> /// <param name="minor">The minor version number.</param> /// <param name="build">The build number.</param> /// <param name="revision">The revision number.</param> public ModuleVersion(int major, int minor, int build, int revision) => Initialize(major, minor, build, revision);
void Start() { buildManager = build.ints; }
public Text CntTxt; // 개수 텍스트 void Start() { _build = build.instance; }
IEnumerator server_function() { while (true) { Server.Send("31"); yield return(new WaitForSeconds(0.5f)); Server.Send("32"); yield return(new WaitForSeconds(0.5f)); Server.Send("33"); yield return(new WaitForSeconds(0.5f)); // Server.Send ("23"); try{ if (State.PosX != -1 && State.PosZ != -1 && State.mainPlayerStatus == false) { PlayerGameObject = (GameObject)Instantiate(Player, new Vector3(State.PosX, 1.5f, State.PosZ), Player.transform.rotation); PlayerGameObject.name = State.PlayerName; State.PlayerGameObject = PlayerGameObject; State.mainPlayerStatus = true; GameObject joyG = (GameObject)Instantiate(joy, joy.transform.position, joy.transform.rotation); State.joy = joyG; } if (State.mainPlayerStatus == true) { Server.Send("41" + State.PosX + "," + State.PosZ); } foreach (string HouseIDKey in State.HouseList.Keys) { if (State.HouseID.ContainsKey(HouseIDKey)) { if (!State.HouseStatus[HouseIDKey]) { BuildNow = (Rigidbody)Instantiate(build[State.HouseKind[HouseIDKey]], new Vector3(State.HousePositionX[HouseIDKey], 0, State.HousePositionZ[HouseIDKey]), build[State.HouseKind[HouseIDKey]].transform.rotation); build thisBuild = BuildNow.gameObject.GetComponent <build>(); State.HouseGameObject.Add(HouseIDKey, BuildNow.gameObject); thisBuild.HouseID = State.HouseID[HouseIDKey]; thisBuild.PlayerID = State.HousePlayerID[HouseIDKey]; thisBuild.gameObject.name = State.HouseID[HouseIDKey]; thisBuild.kind = State.HouseKind[HouseIDKey]; thisBuild.HouseLevel = State.HouseLevel[HouseIDKey]; thisBuild.HP = State.HouseHP[HouseIDKey]; thisBuild.MaxHP = State.HouseMaxHP[HouseIDKey]; thisBuild.status = State.HouseStatusNow[HouseIDKey]; if (State.HousePlayerID [HouseIDKey] != State.PlayerName) { BuildNow.gameObject.tag = "Enemy"; } if (State.HouseKind[HouseIDKey] == 0) { Destroy(BuildNow.gameObject.transform.FindChild("HomePlane").gameObject); BuildNow.gameObject.collider.enabled = true; } State.HouseStatus[HouseIDKey] = true; continue; } State.HouseUpdate[HouseIDKey]--; build buildNow = State.HouseGameObject[HouseIDKey].GetComponent <build>(); if (buildNow.status == 2 || buildNow.status == 3 || buildNow.status == 4) { if (State.HouseStatusNow[HouseIDKey] == 1) { Vector3 Pos = new Vector3(State.HousePositionX[HouseIDKey], 4f, State.HousePositionZ[HouseIDKey]); GameObject BombAnimateNow = (GameObject)Instantiate(BigBomb, Pos, BigBomb.transform.rotation); Destroy(BombAnimateNow, 2); } } if (State.HouseStatusNow[HouseIDKey] == 6) { Vector3 Pos = new Vector3(State.HousePositionX[HouseIDKey], 4f, State.HousePositionZ[HouseIDKey]); GameObject BombAnimateNow = (GameObject)Instantiate(BigBomb, Pos, BigBomb.transform.rotation); Destroy(BombAnimateNow, 2); Server.Send("58" + HouseIDKey + "," + (-1 * buildNow.HP)); } if (State.HouseHP[HouseIDKey] <= 0) { Server.Send("57" + HouseIDKey); destroyThisHouse(HouseIDKey); break; } if (State.HouseUpdate[HouseIDKey] <= 0) { print("error15"); destroyThisHouse(HouseIDKey); continue; } if (buildNow.kind != State.HouseKind[HouseIDKey]) { print("error10"); Destroy(State.HouseGameObject[HouseIDKey]); State.PlayerGameObject.GetComponent <Player>().click = false; if (State.HousePlayerID[HouseIDKey] != State.PlayerName) { Vector3 Pos = new Vector3(State.HousePositionX[HouseIDKey] - 1, 5f, State.HousePositionZ[HouseIDKey] + 1); GameObject animateNow = (GameObject)Instantiate(Building, Pos, Building.transform.rotation); Pos = new Vector3(State.HousePositionX[HouseIDKey], 4f, State.HousePositionZ[HouseIDKey]); GameObject SomkeNow = (GameObject)Instantiate(Smoke, Pos, Building.transform.rotation); Pos = new Vector3(State.HousePositionX[HouseIDKey], 4.1f, State.HousePositionZ[HouseIDKey]); GameObject SmokeAnimateNow = (GameObject)Instantiate(SmokeAnimation, Pos, Building.transform.rotation); Destroy(animateNow, 5); Destroy(SomkeNow, 5); Destroy(SmokeAnimateNow, 5); } BuildNow = (Rigidbody)Instantiate(build[State.HouseKind[HouseIDKey]], new Vector3(State.HousePositionX[HouseIDKey], 0, State.HousePositionZ[HouseIDKey]), build[State.HouseKind[HouseIDKey]].transform.rotation); build thisBuild = BuildNow.gameObject.GetComponent <build>(); State.HouseGameObject[HouseIDKey] = BuildNow.gameObject; thisBuild.HouseID = State.HouseID[HouseIDKey]; thisBuild.PlayerID = State.HousePlayerID[HouseIDKey]; thisBuild.gameObject.name = State.HouseID[HouseIDKey]; thisBuild.kind = State.HouseKind[HouseIDKey]; thisBuild.HouseLevel = State.HouseLevel[HouseIDKey]; thisBuild.HP = State.HouseHP[HouseIDKey]; thisBuild.MaxHP = State.HouseMaxHP[HouseIDKey]; if (State.HousePlayerID [HouseIDKey] != State.PlayerName) { BuildNow.gameObject.tag = "Enemy"; } //destroyThisHouse(HouseIDKey); print("error11"); continue; } if (buildNow.HP > State.HouseHP[HouseIDKey]) { Vector3 Pos = new Vector3(State.HousePositionX[HouseIDKey], 4f, State.HousePositionZ[HouseIDKey]); GameObject SomkeNow = (GameObject)Instantiate(Smoke, Pos, Building.transform.rotation); Pos = new Vector3(State.HousePositionX[HouseIDKey], 4.1f, State.HousePositionZ[HouseIDKey]); GameObject SmokeAnimateNow = (GameObject)Instantiate(SmokeAnimation, Pos, Building.transform.rotation); Pos = new Vector3(State.HousePositionX[HouseIDKey], 4.2f, State.HousePositionZ[HouseIDKey]); GameObject BombAnimateNow = (GameObject)Instantiate(BombAnimation, Pos, Building.transform.rotation); Destroy(SomkeNow, 3); Destroy(SmokeAnimateNow, 3); Destroy(BombAnimateNow, 3); } if (State.HousePlayerID [HouseIDKey] == State.PlayerName && buildNow.kind == 1 && buildNow.HouseLevel >= 2) { if (Math.Abs(State.PosX - buildNow.transform.position.x) < Math.Abs(State.housePosX) && Math.Abs(State.PosZ - buildNow.transform.position.z) < Math.Abs(State.housePosZ)) { State.housePosX = buildNow.transform.position.x; State.housePosZ = buildNow.transform.position.z; } //State.house=BuildNow.gameObject; } buildNow.kind = State.HouseKind[HouseIDKey]; buildNow.HouseLevel = State.HouseLevel[HouseIDKey]; buildNow.HP = State.HouseHP[HouseIDKey]; buildNow.MaxHP = State.HouseMaxHP[HouseIDKey]; buildNow.status = State.HouseStatusNow[HouseIDKey]; } //if containkey } //house Foreach foreach (string PlayerIDKey in State.AnotherPlayerList.Keys) { if (State.PlayerID.ContainsKey(PlayerIDKey)) { if (!State.PlayerStatus[PlayerIDKey]) { AnotherPlayerNow = (Rigidbody)Instantiate(AnotherPlayer, new Vector3(State.PlayerPositionX[PlayerIDKey], 0, State.PlayerPositionZ[PlayerIDKey]), AnotherPlayer.transform.rotation); AnotherPlayer thisPlayer = AnotherPlayerNow.gameObject.GetComponent <AnotherPlayer>(); State.AnotherPlayerGameObject.Add(PlayerIDKey, AnotherPlayerNow.gameObject); thisPlayer.PlayerID = State.PlayerID[PlayerIDKey]; State.PlayerStatus[PlayerIDKey] = true; } State.PlayerUpdate[PlayerIDKey]--; if (State.PlayerUpdate[PlayerIDKey] <= 0) { destroyThisPlayer(PlayerIDKey); continue; } } //if containkey } //Player foreach foreach (string SourceIDKey in State.SourceList.Keys) { if (State.SourceID.ContainsKey(SourceIDKey)) { if (!State.SourceStatus[SourceIDKey]) { print("SourceError"); SourceNow = (Rigidbody)Instantiate(source[State.Sourcekind[SourceIDKey]], new Vector3(State.SourcePositionX[SourceIDKey], 0, State.SourcePositionZ[SourceIDKey]), source[State.Sourcekind[SourceIDKey]].transform.rotation); Source thisSource = SourceNow.gameObject.GetComponent <Source>(); State.SourceGameObject.Add(SourceIDKey, SourceNow.gameObject); thisSource.SourceID = State.SourceID[SourceIDKey]; thisSource.gameObject.name = State.SourceID[SourceIDKey]; thisSource.kind = State.Sourcekind[SourceIDKey]; thisSource.quatity = State.SourceQuatity[SourceIDKey]; State.SourceStatus[SourceIDKey] = true; } Source suildNow = State.SourceGameObject[SourceIDKey].GetComponent <Source>(); suildNow.quatity = State.SourceQuatity[SourceIDKey]; State.SourceUpdate[SourceIDKey]--; if (State.SourceUpdate[SourceIDKey] <= 0) { destroyThisSource(SourceIDKey); continue; } } } //Source foreach }catch (Exception) { print("error6"); //State.isConnect=false; StartCoroutine("server_function"); } } }
void Awake() { ints = this; }