public async Task <IActionResult> Edit(int id, [Bind("EnergyTypeID,EnergyTypeName,LastUpdateDate")] EnergyType energyType) { if (id != energyType.EnergyTypeID) { return(NotFound()); } if (ModelState.IsValid) { try { _context.Update(energyType); await _context.SaveChangesAsync(); } catch (DbUpdateConcurrencyException) { if (!EnergyTypeExists(energyType.EnergyTypeID)) { return(NotFound()); } else { throw; } } return(RedirectToAction(nameof(Index))); } return(View(energyType)); }
public Segment(int min, int split, int max, EnergyType energy) { Min = min; Split = split; Max = max; Energy = energy; }
public bool DeepEquals(InventoryItemPlugBlockEnergyCapacity other) { return(other != null && CapacityValue == other.CapacityValue && EnergyType.DeepEquals(other.EnergyType) && EnergyTypeEnumValue == other.EnergyTypeEnumValue); }
public IEnergyPart Create(EnergyType type, double directionX, double directionY, double directionZ, IColor color, double value, string region) { IGraphicsObject graphic = _creator.CreateGraphic(type, value, directionX, directionY, directionZ, color); return(new EnergyPart(graphic, region, value)); }
public bool DeepEquals(InventoryItemPlugBlockEnergyCost other) { return(other != null && EnergyCost == other.EnergyCost && EnergyType.DeepEquals(other.EnergyType) && EnergyTypeEnumValue == other.EnergyTypeEnumValue); }
public bool Equals(DestinyItemInstanceEnergy input) { if (input == null) { return(false); } return (( EnergyTypeHash == input.EnergyTypeHash || (EnergyTypeHash.Equals(input.EnergyTypeHash)) ) && ( EnergyType == input.EnergyType || (EnergyType != null && EnergyType.Equals(input.EnergyType)) ) && ( EnergyCapacity == input.EnergyCapacity || (EnergyCapacity.Equals(input.EnergyCapacity)) ) && ( EnergyUsed == input.EnergyUsed || (EnergyUsed.Equals(input.EnergyUsed)) ) && ( EnergyUnused == input.EnergyUnused || (EnergyUnused.Equals(input.EnergyUnused)) )); }
/// <summary> /// For the remaining bins, compute the best energy distribution and the worst energy distribution /// The best energy distribution: /// - make the distances as equal as possible; /// - some of them will be 'ave' and the rest will be 'ave+1' /// The worst energy distribution: /// - all except one distance will be 1 /// </summary> private void GetEnergyBounds(int row, int col, EnergyType cur, out EnergyType best, out EnergyType worst) { Contracts.Assert(0 <= row && row < CountBins - 1); Contracts.Assert(0 <= col && col <= _cskip); // The distance to span. int span = _accum[CountValues] - _accum[row + 1 + col]; // The number of remaining bins. int cbin = CountBins - row - 1; Contracts.Assert(0 < cbin && cbin <= span); // Best case is that the remaining pegs are all equally spaced. Of course, they have // to be spaced integer distances apart. int ave = span / cbin; int rem = span - ave * cbin; Contracts.Assert(0 <= rem && rem < cbin); best = cbin * Square(ave); if (rem > 0) { best += rem * (2 * ave + 1); } best += cur; // Worst case is all 1's except for one big bin. int ones = cbin - 1; worst = Square(span - ones) + ones; worst += cur; Contracts.Assert(worst >= best); }
/// <summary> /// 获取能源结算用量汇总 /// </summary> /// <param name="year">年度</param> /// <param name="energyType">能源类型</param> /// <param name="department">部门</param> /// <returns></returns> public SettlementQuantumSummary GetDepartmentQuantumSummary(int year, EnergyType energyType, Department department) { SettlementQuantumSummary summary = new SettlementQuantumSummary(); summary.DepartmentName = department.Name; summary.Year = year; summary.EnergyType = energyType.DisplayName(); SettlementRecordBusiness srBusiness = new SettlementRecordBusiness(); var settlements = FindByYear(year).ToList(); if (settlements.Count == 0) { return(null); } bool flag = false; for (int i = 0; i < settlements.Count; i++) { var settle = settlements[i]; var record = srBusiness.FindByDepartment(settle.Id, department.Id, energyType); if (record == null) { continue; } switch (i) { case 0: summary.PlanQuantum = record.BeginQuantum; summary.FirstQuarter = record.Quantum; break; case 1: summary.SecondQuarter = record.Quantum; break; case 2: summary.ThirdQuarter = record.Quantum; break; case 3: summary.FourthQuarter = record.Quantum; break; } flag = true; } summary.TotalQuantum = summary.FirstQuarter + summary.SecondQuarter + summary.ThirdQuarter + summary.FourthQuarter; summary.RemainQuantum = summary.PlanQuantum - summary.TotalQuantum; if (!flag) { return(null); } return(summary); }
void DrawEnergy(EnergyEmitter emitter) { var receivedEnergy = emitter.TransmitEnergy(); EnergyType energyType = emitter.GetEnergyType(); energyReceiver.AddEnergy(receivedEnergy, energyType); heatEffects.AddEnergy(receivedEnergy, energyType); }
public void AddEnergyPart(IEnergy energy, EnergyType type, double directionX, double directionY , double directionZ, IColor color, double value, string region) { var energyPart = _creator.Create(type, directionX, directionY, directionZ, color, value , region); AddEnergyPart(energy, energyPart); }
/// <summary> /// 设置部门 /// </summary> /// <param name="department">部门</param> /// <param name="energyType">能源类型</param> public void SetDepartment(Department department, EnergyType energyType) { this.currentDepartment = department; this.energyType = energyType; this.nowYear = DateTime.Now.Year; LoadData(this.cmbPeriod.SelectedIndex, this.chkShowAmount.Checked); }
public Personality(MindType mind, EnergyType energy, NatureType nature, TacticType tactics, IdentityType identity) { Mind = mind; Energy = energy; Nature = nature; Tactics = tactics; Identity = identity; }
public async Task AddCrystal(EnergyType type) { if (crystals.Count >= maxCrystals) { return; } await GameController.Events.CallEvent(new GameEvents.OnAddCrystal(type, this)); }
public static string GetWeaponEnergyKey(EnergyType type) { if (type == EnergyType.Unlimited || type == EnergyType.NumTypes) { return(null); } return(weaponEnergyPrefix + ((int)type)); }
/// <summary> /// 设置分组 /// </summary> /// <param name="year"></param> /// <param name="group"></param> /// <param name="energyType"></param> public void SetGroup(int year, Group group, EnergyType energyType) { this.currentGroup = group; this.energyType = energyType; this.showType = 2; this.selectYear = year; LoadGroupData(this.cmbType.SelectedIndex); }
/// <summary> /// 设置部门 /// </summary> /// <param name="department">部门</param> /// <param name="energyType">能源类型</param> public void SetDepartment(Department department, EnergyType energyType) { this.currentDepartment = department; this.energyType = energyType; this.nowYear = DateTime.Now.Year; this.showType = 1; LoadDepartmentData(this.cmbType.SelectedIndex); }
protected override void InitializeExecute() { base.InitializeExecute(); BusyCount++; var parameters = NavigationProvider.GetNavigationParameters(); if (parameters.ContainsKey(Constants.NavigationParameters.EnergyType)) { energyType = (EnergyType)Enum.Parse(typeof(EnergyType), parameters[Constants.NavigationParameters.EnergyType], true); LoadDataForToday(); } }
public Car(string maker, string model, EnergyType energyType, decimal pricePerDay, int maxKmsPerDay, decimal pricePerExtraKm, decimal depositFee, bool isAvailable = false, string id = null) : this(id) // to call the parameterless constructor which will default some properties. { this.maker = maker; this.model = model; this.energyType = energyType; this.pricePerDay = pricePerDay; this.maxKmsPerDay = maxKmsPerDay; this.pricePerExtraKm = pricePerExtraKm; this.depositFee = depositFee; }
private void SetupEnergyFunction() { if (energyClassJobTypes.Contains(Core.Player.CurrentJob)) { CurrentEnergyType = EnergyType.TP; } else { CurrentEnergyType = EnergyType.MP; } }
public async Task <IActionResult> Create([Bind("EnergyTypeID,EnergyTypeName,LastUpdateDate")] EnergyType energyType) { if (ModelState.IsValid) { _context.Add(energyType); await _context.SaveChangesAsync(); return(RedirectToAction(nameof(Index))); } return(View(energyType)); }
public override void SpawnEnergy(int energyIndex, Vector3 position, int playerId) { EnergyType energyType = _energyTypes[energyIndex]; GameObject energy = GameObject.Instantiate(energyPrefab, position, Quaternion.identity); EnergyView energyView = energy.GetComponent <EnergyView>(); energyView.SetOwningPlayer(playerId); energyView.SetSpeed(energyType.GetSpeed()); }
protected override void InitializeExecute() { base.InitializeExecute(); var parameters = NavigationProvider.GetNavigationParameters(); fromPlan = parameters.ContainsKey(Constants.NavigationParameters.FromPlan); if (parameters.ContainsKey(Constants.NavigationParameters.EnergyType)) { searchType = (EnergyType) Enum.Parse(typeof(EnergyType), parameters[Constants.NavigationParameters.EnergyType], true); GetTop(); } }
override public void AddEnergy(float addedEnergy, EnergyType energyType) { if (energyType == EnergyType.Sunlight) { UpdateHeat(addedEnergy); } else if (energyType == EnergyType.Rain) { UpdateHeat(-addedEnergy); } energy += addedEnergy; }
private Vehicle getOwnerVehicle() { Vehicle.eVehicleType vehicleType = getVehicleType(); string vehicleModel = getVehicleModel(); string licensePlate = getLicensePlate(); EnergyType energyType = getEnergyType(vehicleType); Wheel wheel = getWheelData(vehicleType); Vehicle ownerVehicle = VehicleInitializer.CreateNewVehicle(vehicleType, vehicleModel, licensePlate, energyType, wheel); updateVehicleInnerData(ownerVehicle); return(ownerVehicle); }
public ActionResult GetPolygon(EnergyType type) { var polygons = db.Areas .Where(x => x.Type == type) .Select(x => new ViewArea { Id = x.Id, Type = x.Type, Rate = x.Rate, Points = x.Polygon, }); return Json(polygons, JsonRequestBehavior.AllowGet); }
public virtual void ChangeHealth(float change, EnergyType energyType) { Debug.Log(transform.name + " Take " + change + " hpchange from " + energyType); float damage = CalculateResistence(change, energyType); if (damage < 0) { _anim.SetTrigger("Hurt"); } Debug.Log(transform.name + " Get " + damage + " hp"); HealthActual += damage; }
private static int GetBitwiseFlag(MindType mind, EnergyType energy, NatureType nature, TacticType tactics, IdentityType identity) { // 0x00000000 int bits = 0b00000; bits |= (int)mind | (int)nature | (int)energy | (int)tactics | (int)identity; return(bits); }
// Set the multiplier for the given energy type // If no intake info exists with the given type, add one to the list public void SetIntakeMultiplier(EnergyType energyType, float multiplier) { EnergyIntakeInfo info = intakeInfo.Find(x => x.type == energyType); if (info != null) { info.multiplier = multiplier; } else { intakeInfo.Add(new EnergyIntakeInfo(energyType, multiplier)); } }
public void dropBattery() { if (carrying == null) { return; } var spawn = GameObject.Instantiate(pickupPrefab, transform.position, Quaternion.identity); spawn.setType(carrying); carrying = null; setState(State.stand); // showSprite(normalSprite); // renderer.sprite = normalSprite; }
public IGraphicsObject CreateGraphic(EnergyType type, double value, double versorX, double versorY, double versorZ, IColor color) { switch (type) { case EnergyType.UniaxialAnisotropy: return(CreateDoubleArrow(value, versorX, versorY, versorZ, color)); case EnergyType.UZeeman: return(CreateArrow(value, versorX, versorY, versorZ, color)); default: throw new NotImplementedException(); } }
public Color GetEnergyColor(EnergyType _type) { if (m_energyInfos != null) { foreach (var info in m_energyInfos) { if (info.type == _type) { return(info.color); } } } return(Color.white); }
public ActionResult GetPolygon(EnergyType type) { var polygons = db.Areas .Where(x => x.Type == type) .Select(x => new ViewArea { Id = x.Id, Type = x.Type, Rate = x.Rate, Points = x.Polygon, }); return(Json(polygons, JsonRequestBehavior.AllowGet)); }
public Building(String Name, PeerStatus status, EnergyType enType, float enProduced, float energyPeak, float price, string address, string adminName) : base(Name) { _name = Name; _enType = enType; _enProduced = enProduced; _enPeak = energyPeak; _price = price; _address = address; _adminName = adminName; _status = status; _pwManager = new PowerManager(Name, status, new EnergyGenerator(enType, enProduced), energyPeak, price); }
public void SetType( EnergyType newEnergyType ) { energyType = newEnergyType; if ( particleSystem ) { switch ( energyType ) { case EnergyType.Earth: particleSystem.startColor = earthColor; break; case EnergyType.Fire: particleSystem.startColor = fireColor; break; case EnergyType.Water: particleSystem.startColor = waterColor; break; case EnergyType.Black: particleSystem.startColor = blackColor; break; } } }
// Update is called once per frame void Update() { if ( Input.GetButton( "suck" ) ) { if ( curEnergy < maxEnergy ) { Collider[] foundDudes = Physics.OverlapSphere( transform.position, pullRange ); foreach ( Collider foundDude in foundDudes ) { // Check if any found dudes are Energy EnergyUnit energy = foundDude.GetComponent<EnergyUnit>(); if ( energy && ( curEnergy == 0 || curEnergyType == energy.energyType ) && energy.energyType != EnergyType.Black ) { // Found an energy unit with the same type of energy as me! float distance = Vector3.Distance( transform.position, energy.transform.position ); float dot = Vector3.Dot( transform.forward, (energy.transform.position - transform.position).normalized ); if ( distance < absorbRange ) { // Absorb the energy curEnergy += 1; curEnergyType = energy.energyType; Destroy( energy.gameObject ); } else if ( dot > 0.94 ) { // pull energy energy.rigidbody.AddForce( ( transform.position - energy.transform.position ).normalized * absorbStrength / ( distance / pullRange ) ); } } } } } else if ( Input.GetButton( "blow" ) ) { if ( curEnergy > 0 && Time.time > nextFire ) { Rigidbody energy = Instantiate( energyUnit, transform.position, Quaternion.identity ) as Rigidbody; energy.velocity = transform.forward * blowVelocity; energy.GetComponent<EnergyUnit>().SetType( curEnergyType ); nextFire = Time.time + 1 / blowSpeed; curEnergy -= 1; } } }
public static string GetWeaponEnergyKey(EnergyType type) { if(type == EnergyType.Unlimited || type == EnergyType.NumTypes) return null; return weaponEnergyPrefix + ((int)type); }
private void Clear() { this.searchType = EnergyType.None; this.SearchResults.Clear(); this.Query = string.Empty; }
public List<RaisableObject> Search(string query, EnergyType type) { query = query.ToLower(); List<RaisableObject> result = new List<RaisableObject>(); switch (type) { case EnergyType.Activity: var activityKeys = activityTranslations.Where(item => { var lower = item.Value.ToLower(); return lower.StartsWith(query) || lower.Contains(query); }).Select(item => item.Key); using (var repo = new PhysicalActivityRepository()) { result = repo.Search(activityKeys).Cast<RaisableObject>().ToList(); } break; case EnergyType.Food: var foodKeys = this.foodTranslations.Where(item => { var lower = item.Value.ToLower(); return lower.StartsWith(query) || lower.Contains(query); }).Select(item => item.Key); using (var repo = new FoodRepository()) { result = repo.Search(foodKeys).Cast<RaisableObject>().ToList(); } break; } return result; }
private void Clear() { TotalEnergy = 0; TodayItems.Clear(); energyType = EnergyType.None; }