public void CreateStructureBlockButton(StructureBlockData block) { PlaceableBlockPrefab.cost = block.cost; PlaceableBlockPrefab.name = block.name; PlaceableBlockPrefab.sprite = block.sprite; BlockCreate structureBlock = Instantiate(PlaceableBlockPrefab, StructureBlockPanel.transform); placeableItemButtons.Add(structureBlock); }
public void CreateTurretButton(TurretData turret) { PlaceableBlockPrefab.cost = turret.cost; PlaceableBlockPrefab.name = turret.name; PlaceableBlockPrefab.sprite = turret.sprite; BlockCreate create = Instantiate(PlaceableBlockPrefab, TurretPanel.transform); create.transform.position = create.transform.position; placeableItemButtons.Add(create); }
public bool CheckIfExitLocationIsValid(BlockCreate model) { using (var ctx = new ApplicationDbContext()) { var entity = ctx.Maps.Single(m => m.ID == model.MapID); bool locationValid = CheckIfExitIsAtEdgeOfMap(model.PosX, model.PosY, entity.SizeX, entity.SizeY); bool directionValid = CheckIfDirectionIsValid(model.PosX, model.PosY, model.ExitDirection, entity.SizeX, entity.SizeY); bool spotNotOccupied = CheckForExistingExits(model.ID, model.PosX, model.PosY, model.ExitDirection, entity); return(locationValid && directionValid && spotNotOccupied); } }
public async Task <BlockCreateResult> BlockCreateSendAsync(string wallet, RaiAddress account, RaiAddress destination, RaiUnits.RaiRaw balance, RaiUnits.RaiRaw amount, string previous) { var action = new BlockCreate { Type = BlockType.send, Wallet = wallet, AccountNumber = account, Destination = destination, Balance = balance, Amount = amount, Previous = previous }; var handler = new ActionHandler <BlockCreate, BlockCreateResult>(_node); return(await handler.Handle(action)); }
public void CreateStructureBlockButtons(List <StructureBlockData> sblocks) { foreach (Transform child in StructureBlockPanel.transform) { Destroy(child.gameObject); } foreach (StructureBlockData sb in sblocks) { PlaceableBlockPrefab.cost = sb.cost; PlaceableBlockPrefab.name = sb.name; PlaceableBlockPrefab.sprite = sb.sprite; BlockCreate structureBlock = Instantiate(PlaceableBlockPrefab, StructureBlockPanel.transform); placeableItemButtons.Add(structureBlock); } }
public void CreateTurretButtons(List <TurretData> turrets) { foreach (Transform child in TurretPanel.transform) { Destroy(child.gameObject); } foreach (TurretData t in turrets) { PlaceableBlockPrefab.cost = t.cost; PlaceableBlockPrefab.name = t.name; PlaceableBlockPrefab.sprite = t.sprite; BlockCreate turret = Instantiate(PlaceableBlockPrefab, TurretPanel.transform); turret.transform.position = turret.transform.position; placeableItemButtons.Add(turret); } }
private bool ExitValidation(BlockCreate model) { bool idValid = true; bool locationValid = true; if (!_bvSvc.Value.CheckIfExitLocationIsValid(model)) { ModelState.AddModelError("", "Exit blocks must be positioned at the edge of the map and face a wall that does not already contain an exit."); idValid = false; } if (!_bvSvc.Value.CheckIfExitIdIsValid(model.ExitToID, model.MapID)) { var mapSvc = CreateMapService(); ModelState.AddModelError("", "Please enter an ExitToID that matches an existing map other than the current one."); ModelState.AddModelError("", $"Available Map IDs to exit to: | {mapSvc.GetExitMapIDAvailabilityExcludingCurrentID(model.MapID)}"); locationValid = false; } return(idValid && locationValid); }
public async Task <BlockCreateResult> BlockCreateSendAsync(BlockCreate createBlockAction) => await Handle <BlockCreate, BlockCreateResult>(createBlockAction);