public async Task <IActionResult> OnGetAsync(int?id) { if (id == null) { return(NotFound()); } SetTrack = await _context.SetTracks .Include(s => s.Track).FirstOrDefaultAsync(m => m.SetTrackId == id); if (SetTrack == null) { return(NotFound()); } return(Page()); }
public async Task <IActionResult> OnGetAsync(int?id) { if (id == null) { return(NotFound()); } SetTrack = await _context.SetTracks .Include(s => s.Track).FirstOrDefaultAsync(m => m.SetTrackId == id); if (SetTrack == null) { return(NotFound()); } ViewData["TrackId"] = new SelectList(_context.Tracks, "TrackId", "TrackName"); return(Page()); }
public async Task <IActionResult> OnPostAsync(int?id) { if (id == null) { return(NotFound()); } SetTrack = await _context.SetTracks.FindAsync(id); if (SetTrack != null) { _context.SetTracks.Remove(SetTrack); await _context.SaveChangesAsync(); } return(RedirectToPage("./Index")); }
// Use this for initialization void Start() { maskNames = new string[5][]; maskNames[0] = new string[] { "flock1", "flock2", "flock3", "flock4" }; maskNames[1] = new string[] { "flock0", "flock2", "flock3", "flock4" }; maskNames[2] = new string[] { "flock0", "flock1", "flock3", "flock4" }; maskNames[3] = new string[] { "flock0", "flock1", "flock2", "flock4" }; maskNames[4] = new string[] { "flock0", "flock1", "flock2", "flock3" }; splines = new Catmul[5]; // TODO - change splines[0] = Instantiate(splinePrefab, new Vector3(0, 0, 0), Quaternion.identity).GetComponent <Catmul>(); splines[1] = Instantiate(splinePrefab, new Vector3(30, 0, 30), Quaternion.identity).GetComponent <Catmul>(); splines[2] = Instantiate(splinePrefab, new Vector3(30, 0, -30), Quaternion.identity).GetComponent <Catmul>(); splines[3] = Instantiate(splinePrefab, new Vector3(-30, 0, 30), Quaternion.identity).GetComponent <Catmul>(); splines[4] = Instantiate(splinePrefab, new Vector3(-30, 0, -30), Quaternion.identity).GetComponent <Catmul>(); // TODO add code here for (int i = 0; i < splines.Length; i++) // TO DO - change code { splines[i].gameObject.tag = "track" + i.ToString(); splines[i].GenerateSpline(); } // spawn the flocks on the tracks. Track 0 is where the player begins. for (int i = 0; i < swarmleaderPrefab.Length; i++) // TO DO CHANGE CODE { // TO DO - Spawn the swarm leader // TODO - Get the follow track script, and tell it about the track manager (so it can find more tracks), and the spline. // make sure to set the mask on the flock, and to say which is the player. // = Instantiate(swarmleaderPrefab[i], Vector3.zero, Quaternion.identity); GameObject leader = Instantiate(swarmleaderPrefab[i], splines[i].firstPoint, Quaternion.identity); if (i == 0) { leader.tag = "Player"; } //else { BehaviorTree bt = leader.GetComponent <BehaviorTree>(); Sequence sq = new Sequence(); bt.root = sq; SelectNextGameObject select = new SelectNextGameObject(); select.ArrayKey = "array"; select.IndexKey = "index"; select.GameObjectKey = "currentObject"; select.DirectionKey = "direction"; select.tree = bt; MoveTo mt = new MoveTo(); mt.TargetName = "currentObject"; mt.tree = bt; SetTrack st = new SetTrack(); st.ArrayKey = "array"; st.IndexKey = "index"; st.DirectionKey = "direction"; sq.children.Add(select); sq.children.Add(mt); sq.children.Add(st); bt.AddKey("array", splines[i].PointObjects); bt.AddKey("index", 1); bt.AddKey("currentObject", splines[i].PointObjects[1]); bt.AddKey("direction", 1); bt.AddKey("Speed", 10.0f); bt.AddKey("TurnSpeed", 10.0f); bt.AddKey("Accuracy", 1.5f); } } }