override protected void OnInitComplete() { // get the first level Level level = gameModel.GetLevel(0); LevelVM levelVM = new LevelVM(level); // register the player status model events playerStatusModel.Level = level.Id; playerStatusModel.OnChanged -= OnPlayerStatusModelChanged; playerStatusModel.OnChanged += OnPlayerStatusModelChanged; // register the game component events gameComponent.OnItemPicked -= OnItemPicked; gameComponent.OnItemPicked += OnItemPicked; gameComponent.OnItemAcceptedByQuest -= OnItemAcceptedByQuest; gameComponent.OnItemAcceptedByQuest += OnItemAcceptedByQuest; gameComponent.OnStepStart -= OnLevelStepStart; gameComponent.OnStepStart += OnLevelStepStart; // register the inventory view model events inventoryVM.OnItemsChanged -= OnInventoryItemsChanged; inventoryVM.OnItemsChanged += OnInventoryItemsChanged; // start the game view gameComponent.Init(levelVM); }
public IHttpActionResult Put(string id, LevelVM model) { try { if (!ModelState.IsValid) { return(BadRequest(ModelState)); } if (model == null) { return(NotFound()); } var level = _context.Entry(new Models.Level { id_account = id, id_role = model.id_role, point = model.point }).State = System.Data.Entity.EntityState.Modified; return(Ok()); } catch (Exception ex) { return(InternalServerError(ex)); } }
public IHttpActionResult Post(LevelVM model) { try { if (!ModelState.IsValid) { return(BadRequest(ModelState)); } if (model == null) { return(NotFound()); } var level = _context.Levels.Add(new Models.Level { id_account = model.id_account, id_role = model.id_role, point = model.point }); _context.SaveChanges(); return(Ok(level)); } catch (Exception ex) { return(InternalServerError(ex)); } }
public JsonResult Create(LevelVM levelVM) { using (var client = new HttpClient()) { client.BaseAddress = new Uri(baseAddress.Url()); var myContent = JsonConvert.SerializeObject(levelVM); var buffer = System.Text.Encoding.UTF8.GetBytes(myContent); var byteContent = new ByteArrayContent(buffer); byteContent.Headers.ContentType = new MediaTypeHeaderValue("application/json"); var responseTask = client.PostAsync("Department", byteContent).Result; return(Json(responseTask)); } }
public void Init(LevelVM lVM, StepVM svm = null) { levelVM = lVM; currStep = 0; if (svm == null) { // if no step view model is passed in to the init method // the game will start the first step of the level InitStep(levelVM.GetFirstStepVM()); } else { // if a step view model is passed into the Init method // then the given step will be initialized. InitStep(svm); } }
// the player loads a saved game void OnPlayerStatusModelChanged() { inventoryVM.ItemsIdList = playerStatusModel.Items; Level level = gameModel.GetLevel(playerStatusModel.Level); LevelVM levelVM = new LevelVM(level); StepVM stepVM = levelVM.GetStepVM(playerStatusModel.Step); stepVM.ItemIdsListFilter = inventoryVM.ItemsIdList; gameComponent.ShowLoadingPrefab(); // give the game a bit time to destroy the current content // before loading the new one // this is a Workaround since NGUI seems to have a problem // get the game objects if the the game os loaded // in the same step as it were saved StartCoroutine(DelayInit(levelVM, stepVM)); }
public IEnumerable <LevelVM> ConvertHierarchicalToFlattenObject2(LevelVM parent) { if (parent == null) { parent = new LevelVM(); } if (parent.Levels == null) { parent.Levels = new List <LevelVM>(); } yield return(parent); foreach (LevelVM child in parent.Levels) // check null if you must { foreach (LevelVM relative in ConvertHierarchicalToFlattenObject2(child)) { yield return(relative); } } }
IEnumerator DelayInit(LevelVM lvm, StepVM svm) { yield return(new WaitForSeconds(.5f)); gameComponent.Init(lvm, svm); }
public LevelVM LoadData() { var levels = _dbContext.Levels; var levelVMs = new LevelVM(); var levelVm = new LevelVM(); var listgroup = levels.Where(x => x.LevelNumber == 1) .Select(x => new Group() { ID = x.ID, Name = x.Name, Code = x.Code, LevelNumber = x.LevelNumber, Parent = x.ParentID }).ToList(); var listdivision = levels.Where(x => x.LevelNumber == 2) .Select(x => new Division() { ID = x.ID, Name = x.Name, Code = x.Code, LevelNumber = x.LevelNumber, Parent = x.ParentID }).ToList(); var listfactory = levels.Where(x => x.LevelNumber == 3) .Select(x => new Factory() { ID = x.ID, Name = x.Name, Code = x.Code, LevelNumber = x.LevelNumber, Parent = x.ParentID }).ToList(); var listcenter = levels.Where(x => x.LevelNumber == 4) .Select(x => new Center() { ID = x.ID, Name = x.Name, Code = x.Code, LevelNumber = x.LevelNumber, Parent = x.ParentID }).ToList(); var listdepartment = levels.Where(x => x.LevelNumber == 5) .Select(x => new Department() { ID = x.ID, Name = x.Name, Code = x.Code, LevelNumber = x.LevelNumber, Parent = x.ParentID }).ToList(); var listbuilding = levels.Where(x => x.LevelNumber == 6) .Select(x => new Building() { ID = x.ID, Name = x.Name, Code = x.Code, LevelNumber = x.LevelNumber, Parent = x.ParentID }).ToList(); var listline = levels.Where(x => x.LevelNumber == 7) .Select(x => new Line() { ID = x.ID, Name = x.Name, Code = x.Code, LevelNumber = x.LevelNumber, Parent = x.ParentID }).ToList(); var listteam = levels.Where(x => x.LevelNumber == 8) .Select(x => new Team() { ID = x.ID, Name = x.Name, Code = x.Code, LevelNumber = x.LevelNumber, Parent = x.ParentID }).ToList(); levelVMs.Groups = listgroup; levelVMs.Divisions = listdivision; levelVMs.Factorys = listfactory; levelVMs.Centers = listcenter; levelVMs.Departments = listdepartment; levelVMs.Buildings = listbuilding; levelVMs.Lines = listline; levelVMs.Teams = listteam; return(levelVMs); }
public LevelStatisticVM(Level level, LevelVM levelVM, VM vm) { _level = level; _vm = vm; _levelVM = levelVM; }