string currentPatch = string.Empty; //current patch; // Use this for initialization IEnumerator Start() { ICharacterSystem sys = new CharacterSystem(); yield return(StartCoroutine(sys.Initialize())); clothData = ClothModel.GetData(); IniClothType(); playerParent = GameObject.Find("Stage/playerRoot"); EventTriggerListener.Get(male).onClicks.Add(male_Click); EventTriggerListener.Get(female).onClicks.Add(female_Click); EventTriggerListener.Get(lod1).onClicks.Add(delegate() { TaskServices.CreateTask(lod_Click(1)).Start(); }); EventTriggerListener.Get(lod2).onClicks.Add(delegate() { TaskServices.CreateTask(lod_Click(2)).Start(); }); EventTriggerListener.Get(lod3).onClicks.Add(delegate() { TaskServices.CreateTask(lod_Click(3)).Start(); }); EventTriggerListener.Get(lod4).onClicks.Add(delegate() { TaskServices.CreateTask(lod_Click(4)).Start(); }); EventTriggerListener.Get(lod5).onClicks.Add(delegate() { TaskServices.CreateTask(lod_Click(5)).Start(); }); EventTriggerListener.Get(lod6).onClicks.Add(delegate() { TaskServices.CreateTask(lod_Click(0)).Start(); }); EventTriggerListener.Get(tempBtn).onClicks.Add(tempBtn_Click); female_Click(); //male_Click(); UseTimeAlphaManager.StartTimeAlpha(UseTimeAlphaManager.LoadRole); }
/// Creates a new Task object for the given coroutine. /// /// If autoStart is true (default) the task is automatically started /// upon construction. public Task(IEnumerator c, bool autoStart = true) { state = TaskServices.CreateTask(c); if (autoStart) { Start(); } }
public IActionResult Create(string title, string description, PriorityDTO priority, EmployeeDTO empl) { var task = new TaskDTO { Title = title, Descriprion = description, Priority = priority, Employee = empl }; _taskService.CreateTask(task); return(RedirectToAction("Index")); }
public void Create(Task task) { taskServices.CreateTask(task.Title, task.Content); }