public IHttpActionResult Post([FromBody] DeskClass info) { var floorrepo = new FloorRepository(); repodesk.AddDesk(info.Name, info.FloorId); return(Ok()); }
void OnMouseDown() { if (Student_script.select_flag == true) // 이후에 another_desk.student_exist: bool값을 기준으로 다른 리스트를 붙여서 사용해야 함. { DeskScript2.flag2 = true; DeskClass.from_start_to_middle(); vector3_save(transform.position.z); // 학생 플래그 설정한 조건에 따라 분기로 나누어 처리해야함. DeskClass.vec3_desk_sumlist.AddRange(vec3_desk2_list); //foreach(Vector3 element in DeskClass.vec3_desk_sumlist) //{ // Debug.Log(element); //} } }
void OnMouseDown() { if (Student_script.select_flag == true) { DeskScript.flag1 = true; DeskClass.from_start_to_middle(); vector3_save(transform.position.z); DeskClass.vec3_desk_sumlist.AddRange(vec3_desk1_list); //foreach(Vector3 element in DeskClass.vec3_desk_sumlist) //{ // Debug.Log(element); //} //BeaconBtn.students_list[Students.student_index] } /*else if (DeskScript.move_student_flag == true) * { * gameObject.transform.position = StudentsClass.vector3s[0] + new Vector3(0, 0, 2); * // 이동 시작 : Move(index 번호, 중간지점) & new Vector3(-30, 3, -10) Middle Point. >>>>>>>>>>> 끝지점까지 연결시켜서 로직을 만들어야 함(이 함수 내에서). * Get_data_for_move_and_set(StudentsClass.vector_list[Students.student_index], new Vector3(-30, 3, -10)); * * --Students.total_student_count; * StudentsClass.vector_list.RemoveAt(Students.total_student_count); * // Student 리스트에서 제거 및 새로운 리스트에 삽입 * BeaconBtn.students_list.RemoveAt(this_obj_index); * // * * BeaconBtn.student_move_list.Add(gameObject); * * flag_to_go = true; * Student_script.warning_flag = true; * * foreach (var it in BeaconBtn.students_list.Select((Value, Index) => new { Value, Index })) * { * it.Value.student_box.transform.position = StudentsClass.vector_list[it.Index]; * } * }*/ }