void SetXuanXiangKuangPos(SSGameDataCtrl.XuanXiangMoveDir dir) { if (IsLockPanel || m_XuanXiangKuang == null) { return; } int offsetVal = dir == SSGameDataCtrl.XuanXiangMoveDir.Right ? 1 : -1; IndexXuanXiang += offsetVal; if (IndexXuanXiang < (int)SSGameDataCtrl.XuanXiangState.XuanXiang01) { //到达右极限. IndexXuanXiang = m_XuanXiangPosArray.Length - 1; } if (IndexXuanXiang >= m_XuanXiangPosArray.Length) { //到达左极限. IndexXuanXiang = (int)SSGameDataCtrl.XuanXiangState.XuanXiang01; } m_XuanXiangState = (SSGameDataCtrl.XuanXiangState)IndexXuanXiang; m_XuanXiangKuang.localPosition = m_XuanXiangPosArray[IndexXuanXiang]; switch (m_GameDlgState) { case GameDlgState.Null: { break; } default: { //对话框界面只有2个按键的. if (m_XuanXiangState == SSGameDataCtrl.XuanXiangState.XuanXiang01) { //拒绝按键. m_BtState = BtState.JuJue; } else if (m_XuanXiangState == SSGameDataCtrl.XuanXiangState.XuanXiang02) { //同意按键. m_BtState = BtState.TongYi; } break; } } UnityLog("SetXuanXiangKuangPos -> dir == " + dir + ", m_XuanXiangState == " + m_XuanXiangState + ", GameDlgState == " + m_GameDlgState + ", BtState == " + m_BtState); }
/// <summary> /// Create State /// </summary> /// <param name="obj"></param> /// <returns></returns> public async Task <string> CreateState(StateDTO obj) { string status = ""; try { //Check Country var checkcountry = await _context.BtCountry.AsNoTracking().FirstOrDefaultAsync(x => x.CountryCode == obj.countrycode); if (checkcountry == null) { status = "The country code is not valid."; return(status); } //Check Country var checkstate = await _context.BtState.AsNoTracking() .FirstOrDefaultAsync(x => x.Name == obj.name && x.CountryId == checkcountry.CountryId); if (checkstate != null) { status = string.Format(ResponseErrorMessageUtility.RecordExistBefore, obj.name); return(status); } //Assign State Code var getstate = await _context.BtState.AsNoTracking() .Where(x => x.CountryId == checkcountry.CountryId && !x.StateCode.Contains("N/A")) .Select(x => int.Parse(x.StateCode)).ToListAsync(); var getLastID = (getstate.Count() > 0) ? getstate.Max() : 0; BtState newrecord = new BtState { Name = obj.name, StateCode = Convert.ToString(getLastID + 1), CountryId = checkcountry.CountryId, CreatedBy = _authUser.Name, CreatedDate = DateTime.Now, IsActive = true, LastModified = null, ModifiedBy = null }; _context.BtState.Add(newrecord); if (await _context.SaveChangesAsync() > 0) { status = "1"; return(status); } else { status = ResponseErrorMessageUtility.RecordNotSaved; return(status); } } catch (Exception ex) { _logger.LogError(ex.Message); status = ResponseErrorMessageUtility.RecordNotSaved; return(status); } }