public JsonResult addOrEditMenu(MainMenu menu) { ResponseModel result = new ResponseModel(); if (menu.ID > 0) { result = _menuM.UpdateMenu(menu); } else { menu.IsActive = true; result = _menuM.AddMenu(menu); } return(Json(result)); }
public JsonResult addOrEditMenu(MainMenu menu) { ResponseModel result = new ResponseModel(); menu.Url = _postM.GenerateUriFormat(menu.Title); menu.IsActive = true; if (menu.ID > 0) { result = _menuM.UpdateMenu(menu); } else { menu.IsActive = true; result = _menuM.AddMenu(menu); } return(Json(result)); }
/// <summary> /// Allows the game to run logic such as updating the world, /// checking for collisions, gathering input, and playing audio. /// </summary> /// <param name="gameTime">Provides a snapshot of timing values.</param> protected override void Update(GameTime gameTime) { FrameworkCore.campaignTimer += (int)gameTime.ElapsedGameTime.TotalMilliseconds; #if XBOX if (Helpers.GuideVisible) { base.Update(gameTime); return; } #endif #if DEBUG if (FrameworkCore.players[0].inputmanager.debugF1Pressed) { MainMenuManager.AddMenu(new DebugEventsMenu()); } if (FrameworkCore.players[0].inputmanager.debugF2Pressed) { if (isAutotesting) { FrameworkCore.PlayCue(sounds.Fanfare.klaxon); } else { FrameworkCore.PlayCue(sounds.Fanfare.timer); } isAutotesting = !isAutotesting; } if (isAutotesting) { RunAdventureTest(gameTime); } // Allows the game to exit if (Keyboard.GetState().IsKeyDown(Microsoft.Xna.Framework.Input.Keys.OemTilde)) { this.Exit(); } #endif foreach (PlayerCommander player in FrameworkCore.players) { player.UpdateControls(gameTime, (FrameworkCore.gameState != GameState.WorldMap)); } if (FrameworkCore.gameState == GameState.Logos) { //make sure the demoThink happens before the menus, because // we want the menu to have priority over the demoThink routines. DemoThink(gameTime); if (!FrameworkCore.sysMenuManager.Update(gameTime, FrameworkCore.controllingInputManager)) { FrameworkCore.MainMenuManager.Update(gameTime, FrameworkCore.controllingInputManager); UpdatePlayer2Controls(gameTime); } } else if (FrameworkCore.gameState == GameState.Play) { level.Update(gameTime); } else { worldMap.Update(gameTime); } base.Update(gameTime); }