public async Task <IActionResult> PutTagMaker([FromRoute] long id, [FromBody] TagMaker tagMaker) { if (!ModelState.IsValid) { return(BadRequest(ModelState)); } if (id != tagMaker.TagMakerID) { return(BadRequest()); } _context.Entry(tagMaker).State = EntityState.Modified; try { await _context.SaveChangesAsync(); } catch (DbUpdateConcurrencyException) { if (!TagMakerExists(id)) { return(NotFound()); } else { throw; } } return(NoContent()); }
public async Task <IActionResult> PostTagMaker([FromBody] TagMaker tagMaker) { if (!ModelState.IsValid) { return(BadRequest(ModelState)); } _context.TagMakers.Add(tagMaker); await _context.SaveChangesAsync(); return(CreatedAtAction("GetTagMaker", new { id = tagMaker.TagMakerID }, tagMaker)); }
public void Make_ShouldWorkCorrect() { var layouter = new Mock <ICircularCloudLayouter>(); layouter.Setup(l => l.PutNextRectangle(It.IsAny <Size>())) .Returns <Size>((s) => new Rectangle(0, 0, 10, 10)); var config = new Config("", "", "Arial", new Size(100, 100), 5); var tagMaker = new TagMaker(config, layouter.Object); var answer = new Dictionary <string, Rectangle> { { "s", new Rectangle(0, 0, 10, 10) } }; tagMaker.Make(new[] { "s", "s", "s" }).ShouldBeEquivalentTo(answer); }
public static void CreatePrefab(string prefab_name_, GameObject obj_, string new_object_name_) { GameObject blueprint = (GameObject)Resources.Load(prefab_name_); GameObject prefab = Instantiate(blueprint); prefab.transform.position = obj_.transform.position; prefab.transform.rotation = obj_.transform.rotation; // 命名とラベル作成 prefab.name = new_object_name_; #if UNITY_EDITOR TagMaker.AddTag(new_object_name_); #endif prefab.tag = new_object_name_; }
public static void CreateChild(GameObject obj_, string prefab_name_, Vector3 position_, float degree_, string new_object_name_) { Vector3 axis = new Vector3(0, 0, 1); GameObject blueprint = (GameObject)Resources.Load(prefab_name_); GameObject prefab = Instantiate(blueprint); prefab.transform.localPosition = new Vector3(position_.x, position_.y, position_.z); prefab.transform.RotateAround(obj_.transform.position, axis, degree_); prefab.transform.parent = obj_.transform; // 命名とラベル作成 prefab.name = new_object_name_; #if UNITY_EDITOR TagMaker.AddTag(new_object_name_); #endif prefab.tag = new_object_name_; }