public async Task <IActionResult> Edit(int id, [Bind("HeldId,HeldName,HeldEigenschaft")] Held held) { if (id != held.HeldId) { return(NotFound()); } if (ModelState.IsValid) { try { _context.Update(held); await _context.SaveChangesAsync(); } catch (DbUpdateConcurrencyException) { if (!HeldExists(held.HeldId)) { return(NotFound()); } else { throw; } } return(RedirectToAction(nameof(Index))); } return(View(held)); }
protected virtual void OnHeld(ButtonHandlerEventArgs e) { if (!_initialized) { throw new InvalidOperationException($"Not initialized {_pin}"); } Held?.Invoke(this, e); }
public async Task <IActionResult> Create([Bind("HeldId,HeldName,HeldEigenschaft")] Held held) { if (ModelState.IsValid) { _context.Add(held); await _context.SaveChangesAsync(); return(RedirectToAction(nameof(Index))); } return(View(held)); }
private void Timer_Elapsed(object sender, ElapsedEventArgs e) { if (IsPressed) { Held?.Invoke(this, EventArgs.Empty); // fire the event timer.Interval = 100; // sebsequent events fire every tenth second } else { timer.Enabled = false; // kill the timer, we're done timer.Interval = 500; // reset to startup delay } }
public void Hold() { GameObject heldO = GameObject.Find("Held"); Held held = heldO.GetComponent <Held> (); if (held.color == -1) { Held = NextColor; NextColor = Random.Range(0, 6); } else if (held.color != -1) { int temp = held.color; Held = NextColor; NextColor = temp; } }
// Drop a held item. public void Drop(Item thing) { Held.Remove(thing); }
// Hold an item in your hand public void Hold(Item thing) { Held.Add(thing); }
private async Task DoForaging(Player player, Room room) { player.Status = Player.PlayerStatus.Busy; await Task.Delay(500); HubContext.Instance.SendToClient("You continue searching the area.", player.HubGuid); player.PlayerIsForaging = true; foreach (var character in room.players) { if (character != player) { var roomMessage = $"{Helpers.ReturnName(player, character, string.Empty)} continues searching the area."; HubContext.Instance.SendToClient(roomMessage, character.HubGuid); } } await Task.Delay(500); var foragingAB = player.Skills.FirstOrDefault(x => x.Name.Equals("Foraging")); double getSkillProf = 0; if (foragingAB != null) { getSkillProf = foragingAB.Points; } var getItems = room.ForageItems.Where(x => x.ForageRank <= player.ForageRank).ToList(); if (getItems.Count == 0 && room.terrain == Room.Terrain.City) { getItems = new ItemContainer(); if (Helpers.Rand(1, 100) <= 50) { getItems.Add(Held.TatteredRag()); getItems.Add(Held.ScrapMetal()); } } else if (room.terrain == Room.Terrain.City) { if (Helpers.Rand(1, 100) <= 50) { getItems.Add(Held.TatteredRag()); getItems.Add(Held.ScrapMetal()); } } var successChance = Helpers.Rand(1, 100); if (getSkillProf >= successChance && getItems.Count > 0) { var YouFound = "You found " + Helpers.ReturnName(null, null, getItems[Helpers.Rand(0, getItems.Count)].name).ToLower() + "."; var item = getItems[Helpers.Rand(0, getItems.Count)]; item.location = Item.Item.ItemLocation.Inventory; item.type = Item.Item.ItemType.Food; item.hidden = false; PlayerSetup.Player.AddItem(player, item); HubContext.Instance.SendToClient(YouFound, player.HubGuid); } else { var failMessage = ""; if (room.terrain == Room.Terrain.City) { failMessage = "You fail to find anything."; } else { switch (Helpers.Rand(1, 4)) { case 1: failMessage = "A bee has stung you on the hand, Ouch!"; break; case 2: case 3: failMessage = "You fail to find anything worth taking."; break; default: failMessage = "You don't recognise any of the flora here."; break; } } HubContext.Instance.SendToClient(failMessage, player.HubGuid); if (getSkillProf < 99) { HubContext.Instance.SendToClient("You learn from your mistakes and gain 100 experience points", player.HubGuid); var xp = new Experience(); player.Experience += 100; xp.GainLevel(player); foragingAB.Points += Helpers.Rand(1, 5); if (foragingAB.Points > 99) { foragingAB.Points = 99; } } if (foragingAB.Points == 99) { HubContext.Instance.SendToClient("You must commit to a craft to progress further", player.HubGuid); } Score.ReturnScoreUI(player); } player.ActiveSkill = null; player.PlayerIsForaging = false; }
static void Main(string[] args) { Held held1 = new Held(HeldType.Barbaar, "Conan"); }
static void Main(string[] args) { Held held1 = new Held(HeroType.Barbaar, "Conan"); Held held2 = new Held(HeroType.Tovenaar, "Bard"); }
private void Update() { // Do nothing if we aren't playing Nunchaku if (Configuration.instance.ConfigurationData.PlayMode != PlayMode.Nunchaku) { return; } var config = Configuration.instance.ConfigurationData; // Resolve Trigger button presses var inputManager = BehaviorCatalog.instance.InputManager; bool bothTriggerClicked = inputManager.GetBothTriggerClicked(); bool leftTriggerClicked = inputManager.GetLeftTriggerClicked(); bool rightTriggerClicked = inputManager.GetRightTriggerClicked(); if (bothTriggerClicked) { this.HeldState = Held.Both; } else { if (leftTriggerClicked) { this.HeldState = Held.Left; } if (rightTriggerClicked) { this.HeldState = Held.Right; } } // Move the link meshes first Utilities.MoveLinkMeshes(this.linkMeshes, this.physicsChain, config.NunchakuLength / 100.0f); // Move the Sabers into place Pose leftSaberPose = BehaviorCatalog.instance.SaberDeviceManager.GetLeftSaberPose(config.LeftNunchakuTracker); Pose rightSaberPose = BehaviorCatalog.instance.SaberDeviceManager.GetRightSaberPose(config.RightNunchakuTracker); var rightChain = this.physicsChain.First(); var leftChain = this.physicsChain.Last(); Pose newLeftSaberPose; Pose newRightSaberPose; switch (this.HeldState) { case Held.Left: // Move the left saber to the left controller position and right saber to the end of the chain Pose rightChainPose = new Pose( rightChain.gameObject.transform.position / 10.0f, rightChain.gameObject.transform.rotation * Quaternion.Euler(0.0f, 90.0f, 0.0f)); newLeftSaberPose = config.ReverseNunchaku ? rightChainPose : leftSaberPose.Reverse(); newRightSaberPose = config.ReverseNunchaku ? leftSaberPose.Reverse() : rightChainPose; break; case Held.Right: // Move the right saber to the right controller position and the left saber to the end of the chain Pose leftChainPose = new Pose( leftChain.gameObject.transform.position / 10.0f, leftChain.gameObject.transform.rotation * Quaternion.Euler(0.0f, -90.0f, 0.0f)); newRightSaberPose = config.ReverseNunchaku ? leftChainPose : rightSaberPose.Reverse(); newLeftSaberPose = config.ReverseNunchaku ? rightSaberPose.Reverse() : leftChainPose; break; case Held.Both: default: // Move sabers to controller position newRightSaberPose = rightSaberPose.Reverse(); newLeftSaberPose = leftSaberPose.Reverse(); break; } var saberDevice = BehaviorCatalog.instance.SaberDeviceManager; saberDevice.SetLeftSaberPose(newLeftSaberPose); saberDevice.SetRightSaberPose(newRightSaberPose); }
private void HoldButton_Pressed(object sender, EventArgs e) { IsPressed = true; // note button is pressed Held?.Invoke(this, EventArgs.Empty); // fire the event at least once at the start timer.Enabled = true; // start timer w/initial half-second startup delay }