public CarStatus DeleteCar(Car car) { CarStatus carStatus = new CarStatus(); if (_context.Cars.Count(c => c.RegistrationNumber.Equals(car.RegistrationNumber)) > 0) { try { _context.Cars.Remove(car); _context.SaveChanges(); carStatus.Status = "Ok"; carStatus.Message = "Pomyślnie usunięto"; return(carStatus); } catch { carStatus.Status = "Failed"; carStatus.Message = "nie udało się usunąć samochodu"; return(carStatus); } } else { carStatus.Status = "Failed"; carStatus.Message = "nie ma takiego samochodu"; return(carStatus); } }
public CarStatus AddFault(int carId, Fault fault) { CarStatus carStatus = new CarStatus(); if (_context.Faults.Count(c => c.CarId.Equals(carId)) > 0 && _context.Faults.Count(c => c.FaultId.Equals(fault.FaultId)) > 0) { _context.Faults.Update(fault); _context.SaveChanges(); carStatus.Message = "Naprawa zaktualizowana pomyślnie"; carStatus.Status = "ok"; } else if (_context.Cars.Count(c => c.Id.Equals(carId)) > 0) { _context.Faults.Add(fault); _context.SaveChanges(); carStatus.Message = "Naprawa dodana pomyślnie"; carStatus.Status = "ok"; } else { carStatus.Message = "Nie udało się dodać naprawy"; carStatus.Status = "Failed"; } return(carStatus); }
/// <summary> /// Generates the Car Status Payload based on the CarDetails and Payload required /// </summary> /// <param name="carDetails"></param> /// <param name="statusPayloadType"></param> /// <returns></returns> public static CarStatus GenerateCarStatusPayload(this CarDetails carDetails, StatusPayloadType statusPayloadType) { CarStatus result = new CarStatus { CarIndex = carDetails.CarIndex, TimeStamp = carDetails.CarLocationData.TimeStamp, Type = statusPayloadType.ToString().ToUpperInvariant() }; switch (statusPayloadType) { case StatusPayloadType.Position: result.Value = carDetails.Rank; break; case StatusPayloadType.Speed: result.Value = (int)carDetails.CurrentSpeed; break; default: throw new ArgumentOutOfRangeException(nameof(statusPayloadType), statusPayloadType, $"The payload type {statusPayloadType} isn't yet support"); } return(result); }
public void CarEmergencyCase() { Random rnd = new Random(); BumpInto += () => CrashStatus = (CarStatus)rnd.Next(0, 2); EmergencyCase(); }
private bool CurrentCarWillCollideLater(CarStatus current, Stack <CarStatus> stack) { CarStatus next = stack.Peek(); current.WhenCollide = current.Speed <= next.Speed ? -1 : (next.Position - current.Position) * 1.0 / (current.Speed - next.Speed); return(current.WhenCollide < 0 || (current.WhenCollide > next.WhenCollide && next.WhenCollide > 0)); }
void OnCollisionEnter(Collision collision) { if (collision.gameObject.tag == "Wall" && bouncing < maxBouncing) { ContactPoint cp = collision.contacts[0]; //rigidbody.velocity = Vector3.Reflect(rigidbody.velocity,collision.collider.transform.position.normalized); rigidbody.velocity = Vector3.Reflect(rigidbody.velocity, cp.normal) * 2; bouncing++; } else { if (collision.gameObject.GetComponent <CarStatus>() != null) { CarStatus car = collision.gameObject.GetComponent <CarStatus>(); car.infligerDegat(damage); } GameObject prefabExplosion = Resources.Load("Explosion") as GameObject; ExplosionPhysicsForce epf = prefabExplosion.GetComponent <ExplosionPhysicsForce>(); epf.explosionForce = 1; prefabExplosion.transform.position = this.transform.position; GameObject explosion = Instantiate(prefabExplosion) as GameObject; GameObject.Destroy(this.gameObject); GameObject.Destroy(explosion, 3); } }
public void UpdateStatus(int carId, CarStatus status) { var model = Get(carId); model.Status = status; DB.SaveChanges(); }
public void Run(Node node) { if (Status == CarStatus.Idle) { var n = Simulation.Graph.FindingTheNearestPoint(Position); Position = n.Coordinate; var path = Simulation.Graph.NewPath(n, node); if (path != null) { currentPath = path; currentPath.OnEndedPath += CurrentPath_OnEndedPath; Status = CarStatus.Run; } else { if (n == node) { InteractObject(node); } } } else { Tools.Message(MessageStatus.Warning, string.Format(Localization.GetText("Text59"), Id), true); } }
public CarStatusViewModel(CarStatus carStatus) { ID = carStatus.ID; BeginDate = carStatus.BeginDate; EndDate = carStatus.EndDate; CarId = carStatus.CarId; Car = carStatus.Car; StatusId = carStatus.StatusId; Status = carStatus.Status; LocationId = carStatus.LocationId; Location = carStatus.Location; UnitId = carStatus.UnitId; Unit = carStatus.Unit; Comment = carStatus.Comment; IsEnableService = carStatus.IsEnableService; if (!carStatus.Car.CarOwner.IsFirm) { IsPrivat = true; } if (Car.CarOwnerId != Unit.Firm.EmployeeId) { IsRentCar = true; } }
public override void activateSkill() { CarStatus attacker = GetComponent <CarStatus>(); float itemPutOffset = 5; Vector3 spawnPosition = transform.position + 2 * transform.forward * itemPutOffset; Quaternion spawnRotation = Quaternion.Euler(new Vector3(0, transform.rotation.eulerAngles.y, 0)); GameObject weapon = Instantiate(coinBullet, spawnPosition, spawnRotation, transform); weapon.GetComponent <TrapWeapons>().attacker = attacker; spawnPosition = transform.position + 2 * transform.forward * itemPutOffset; spawnRotation = Quaternion.Euler(new Vector3(0, transform.rotation.eulerAngles.y + 30, 0)); weapon = Instantiate(coinBullet, spawnPosition, spawnRotation, transform); weapon.GetComponent <TrapWeapons>().attacker = attacker; spawnPosition = transform.position + 2 * transform.forward * itemPutOffset; spawnRotation = Quaternion.Euler(new Vector3(0, transform.rotation.eulerAngles.y - 30, 0)); weapon = Instantiate(coinBullet, spawnPosition, spawnRotation, transform); weapon.GetComponent <TrapWeapons>().attacker = attacker; if (skillAudio == null) { return; } // play once AudioSource source = gameObject.AddComponent <AudioSource>(); source.clip = skillAudio; source.volume = 1; source.loop = false; source.Play(); }
GameObject getBestCar() { GameObject bestCar = null; foreach (var car in carSpawner.cars) { CarStatus carStatus = car.GetComponent <CarStatus>(); if (bestCar == null) { bestCar = car; } else { CarStatus bestCarStatus = bestCar.GetComponent <CarStatus>(); if (carStatus.carGasStationCatchs > bestCarStatus.carGasStationCatchs) { bestCar = car; } else if (carStatus.carGasStationCatchs == bestCarStatus.carGasStationCatchs) { if (carStatus.distanceToNextGasStation < bestCarStatus.distanceToNextGasStation) { bestCar = car; } } } } return(bestCar); }
private void RespondToTrafficLight(TrafficLightController.TrafficLightState theState) { // Decide on what to depending on the status switch (theState) { case TrafficLightController.TrafficLightState.Green: m_carStatus = CarStatus.Accelerating; m_TargetSpeed = MaxSpeed; AccelerationRate = DefaultAccelerationRate; // Debug.Log("The traffic light is Green"); break; case TrafficLightController.TrafficLightState.Red: m_carStatus = CarStatus.SlowingDown; m_TargetSpeed = 0; BrakeRate = FastBrakeRate; // Debug.Log("The traffic light is Red"); break; case TrafficLightController.TrafficLightState.Amber: m_carStatus = CarStatus.SlowingDown; BrakeRate = DefaultBrakeRate; m_TargetSpeed = MaxSpeed * .2f; // Debug.Log("The traffic light is Amber"); break; default: break; } }
public void decreaseHP(float point, CarStatus attacker = null) { float decreasedAmount = Mathf.Min(point * Mathf.Max(0, 1 - damageReduction), currHP); // it is possible being attack by yourself if your poison ability is reflected if (attacker != null && attacker != this && attacker.lifeStealAbility > 0) { float lsAmount = decreasedAmount * attacker.lifeStealAbility; if (lsAmount > 0) { attacker.increaseHP(lsAmount); } } currHP = Mathf.Clamp(currHP - decreasedAmount, 0, currHP); // destroy car if (currHP <= 0) { if (reviveAbility > 0) { --reviveAbility; currHP = getMaxHP(); currMP = getMaxMP(); poisonTimer = poisonTime + 1; stunnedTimer = stunningTime + 1; Quaternion spwanRot = Quaternion.Euler(transform.rotation.eulerAngles + new Vector3(90, 0, 0)); Instantiate(reviveAnime, transform.position, spwanRot, transform); } else { Instantiate(explosionOnDead, transform.position, transform.rotation); Destroy(gameObject); } } }
public async Task <IActionResult> Edit(int id, [Bind("ID,BeginDate,EndDate,CarId,StatusId,UnitId,Comment")] CarStatus carStatus) { if (id != carStatus.ID) { return(NotFound()); } if (ModelState.IsValid) { try { _context.Update(carStatus); await _context.SaveChangesAsync(); } catch (DbUpdateConcurrencyException) { if (!CarStatusExists(carStatus.ID)) { return(NotFound()); } else { throw; } } return(RedirectToAction(nameof(Index))); } ViewData["CarId"] = new SelectList(_context.Cars, "Id", "Id", carStatus.CarId); ViewData["StatusId"] = new SelectList(_context.Statuses, "StatusID", "StatusID", carStatus.StatusId); ViewData["UnitId"] = new SelectList(_context.Units, "UnitId", "UnitId", carStatus.UnitId); return(View(carStatus)); }
private void ResponseToVehicle(Collider other) { // Check how close we are to decie how much we need to break m_carStatus = CarStatus.SlowingDown; m_TargetSpeed = other.transform.GetComponent <CarController>().Speed; BrakeRate = FastBrakeRate; }
public virtual void Stop() { currentStatus = CarStatus.Stopped; currentspeed = 0; HandlersInvoke(StopEvent, $"Машинка {Model} - {Factory} - {MaxSpeed} остановилась"); }
public void ChangeStatus(int ID, CarStatus Status) { var entity = this._DB.Get(ID); entity.Status = (int)Status; this._DB.Edit(entity); }
// Use this for initialization void Start() { r = new System.Random(); generateLocations(); float rand = r.Next(0, 4); if (rand < 1) { currentObjective = new Location(this, r); } else if (rand < 2) { currentObjective = new Hit(this, r); } else if (rand < 3) { CarStatus cs = (CarStatus)PLAYER.GetComponent("CarStatus"); currentObjective = new Taxi(this, r, cs, DUDE); } else if (rand < 4) { currentObjective = new Bank(this); } displayObjective(currentObjective.getDescription()); }
public bool EditCar(CarStatus changedCar) { try { using (CarRentEntities db = new CarRentEntities()) { cars_tbl car = db.cars_tbl.FirstOrDefault(c => c.PlateNumber == changedCar.PlateNumber); if (car != null) { car.ActuallyKm = changedCar.ActuallyKm; car.AvaibleToBeRent = changedCar.AvaibleToBeRent; car.ProperToBeRent = changedCar.ProperToBeRent; car.Picture = changedCar.Picture; car.DayPrice = changedCar.DayPrice; car.DayDelayPrice = changedCar.DayDelayPrice; car.PlateNumber = changedCar.PlateNumber; db.SaveChanges(); return(true); } return(false); } } catch (Exception) { return(false); } }
/// <summary> /// Sets a new car status of the driverID's car /// </summary> /// <param name="driverId"></param> /// <param name="carStatus"></param> public void ChangeCarStatus(string driverId, CarStatus carStatus) { var driver = _data.Drivers.Where(x => x.UserId == driverId).Include(x => x.Car).FirstOrDefault(); driver.Car.CarStatus = carStatus; _data.SaveChanges(); }
} // дата завершения ремонта public Car(string model, string regNumber, CarStatus status, DateTime repairAcceptanceDate, DateTime repairCompletionDate = default) { Model = model; RegNumber = regNumber; Status = status; RepairAcceptanceDate = repairAcceptanceDate; RepairCompletionDate = RepairAcceptanceDate.AddDays(Init.rand.Next(0, 7)); }
public void Generate_Speed_CarStatus_Payload() { CarDetails carDetails = JsonConvert.DeserializeObject <CarDetails>(FirstCarAddedPayload); CarStatus actualResult = carDetails.GenerateCarStatusPayload(StatusPayloadType.Speed); Assert.AreEqual(ExpectedSpeedCarStatus, actualResult.ToString()); }
void OnTriggerEnter2D(Collider2D coll) { if (coll.gameObject.tag == "Player") { CarStatus cs = (CarStatus)coll.gameObject.GetComponent("CarStatus"); cs.FUEL = 100; GAMELOGIC.addToQueue("Fuel refilled!"); } }
void OnCollisionEnter2D(Collision2D coll) { if (coll.gameObject.tag == "Player") { CarStatus cs = (CarStatus)coll.gameObject.GetComponent("CarStatus"); cs.takeDamage(); AudioHelper.Instance.MakeCrashSound(); } }
// Use this for initialization private void Start() { m_RB = GetComponent <Rigidbody>(); m_carStatus = CarStatus.Accelerating; m_TargetSpeed = MaxSpeed; AccelerationRate = DefaultAccelerationRate; BrakeRate = DefaultBrakeRate; }
void OnTriggerEnter2D(Collider2D coll) { if (coll.gameObject.tag == "Player") { CarStatus cs = (CarStatus)coll.gameObject.GetComponent("CarStatus"); cs.HEALTH = 100; GAMELOGIC.addToQueue("Car repaired!"); } }
// Update is called once per frame void Update() { if (gameOver) { foreach (GameObject g in doges) { g.transform.Rotate(new Vector3(0, 0, 1)); } return; } timer = Mathf.Max(timer - Time.deltaTime, 0); if (timer == 0) { GameOver("You ran out of time to complete the objective."); } int minutes = (Mathf.FloorToInt(timer)) / 60; int seconds = (Mathf.FloorToInt(timer)) % 60; string minZero = "", minMin = ""; if (minutes < 10) { minMin = "0"; } if (seconds < 10) { minZero = "0"; } TIME.text = "Time remaining: " + minMin + minutes + ":" + minZero + seconds; if (currentObjective == null) { float rand = r.Next(3); if (rand < 1) { currentObjective = new Location(this, r); } else if (rand < 2) { currentObjective = new Hit(this, r); } else if (rand < 3) { CarStatus cs = (CarStatus)PLAYER.GetComponent("CarStatus"); currentObjective = new Taxi(this, r, cs, DUDE); } timer += timeBonus; addToQueue("Plus " + timeBonus + "s bonus time!"); displayObjective(currentObjective.getDescription()); } else { currentObjective.Update(); } }
private void UpdateStatusAfterBroken() { if (Status == CarStatus.Broken) { if ((Fuel > 0) && (wearout < Settings.LimitWearout)) { Status = CarStatus.Idle; } } }
public Car(string model) { Model = model; Id = new Guid(); Status = CarStatus.Free; RentCount = 0; ServiceCount = 0; RentStart = DateTimeOffset.Now; RentDuration = TimeSpan.Zero; }
public Car(string model, Guid id, CarStatus status, int rentCount, int serviceCount, DateTimeOffset rentStart, TimeSpan rentDuration) { Model = model; Id = id; Status = status; RentCount = rentCount; ServiceCount = serviceCount; RentStart = rentStart; RentDuration = rentDuration; }
public abstract void Execute(CarStatus car);
public override void Execute(CarStatus car) { Debug.Log ("Nitro ! "); car.Nitro += nitroValue; }
public void Tick() { switch (Status) { case CarStatus.Ready: Status = CarStatus.Moving; break; case CarStatus.Moving: if (rnd.Next(0, 10000)/100D < Consts.ChanceToCrash) { Status = CarStatus.Destroyed; CurrentSpeed = 0; } else if (rnd.Next(0,99) < Consts.DeccelerateChance) { double penalty = (100 - rnd.Next(1, Consts.MaxDeccelerate)) / 100D; CurrentSpeed *= penalty; } else if (rnd.Next(0, 99) < Consts.BonusAccelerateChance) { double bonus = (100 + rnd.Next(1, Consts.MaxAccelerateBonus)) / 100D; CurrentSpeed *= bonus; } else if (CurrentSpeed < maxSpeed / 2) { CurrentSpeed += acceleration; } else if (CurrentSpeed <= maxSpeed) { CurrentSpeed += acceleration * (maxSpeed - CurrentSpeed) / maxSpeed; } if (CurrentSpeed > MaxSpeed) CurrentSpeed = MaxSpeed; break; } }
public override void Execute(CarStatus car) { GameObject.Instantiate(prefab, GameObject.Find("ProjectileSpawn").transform.position, GameObject.Find("ProjectileSpawn").transform.rotation); }
public void Finish() { Status = CarStatus.Finished; CurrentSpeed = 0; }