public async Task <IActionResult> Edit(int id, [Bind("SubTaskId,SubTaskName,SubDescription,SubStartDate,SubFinishDate,SubState,TaskId")] SubTaskItem subTaskItem) { if (id != subTaskItem.SubTaskId) { return(NotFound()); } if (ModelState.IsValid) { try { _context.Update(subTaskItem); await _context.SaveChangesAsync(); } catch (DbUpdateConcurrencyException) { if (!SubTaskItemExists(subTaskItem.SubTaskId)) { return(NotFound()); } else { throw; } } updateTaskItemState(subTaskItem.TaskId); return(RedirectToAction("Index", new { id = subTaskItem.TaskId })); } return(View(subTaskItem)); }
private void _addSubTask(SubTask subTask) { // get prefab from objectpool GameObject subTaskGameObject = _pool.GetObject(); // attach to subTaskGroup LayoutGroup subTaskGameObject.transform.SetParent(_subTaskGroup.transform); // Set parameters SubTaskItem subTaskItem = subTaskGameObject.GetComponent <SubTaskItem>(); subTaskItem.SetId(subTask.Id); subTaskItem.SetText(subTask.Title + "[" + subTask.Id + "]"); subTaskItem.SetBonus(subTask.IsBonus); subTaskItem.SetStatus(subTask.Status); subTaskItem.SetPrechecked(subTask.Status); // Set buttons and data (Help should always be avalible) subTaskItem.SetAvalibeButtons((subTask.Warning != null), (subTask.Tools != null), (subTask.Information != null), true); if (subTask.Tools != null) { subTaskItem.Tools = subTask.Tools; } if (subTask.Warning != null) { subTaskItem.Warning = subTask.Warning; } if (subTask.Information != null) { subTaskItem.Info = subTask.Information; } // Add to private list for removal later _subTaskList.Add(subTaskGameObject); }
public IEnumerable <TaskItem> GenerateTaskItemList(IEnumerable <Requirement> reqList) { List <TaskItem> output = new List <TaskItem>(); foreach (Requirement req in reqList) { TaskItem tempItem = new TaskItem(); tempItem.Description = req.Description; tempItem.MethodID = req.MethodVariant.Method.ID; tempItem.Name = req.Name; tempItem.Position = 0; tempItem.RequirementID = req.ID; tempItem.SpecificationVersionID = req.SpecificationVersionID; foreach (SubRequirement sreq in req.SubRequirements) { SubTaskItem tempSubItem = new SubTaskItem(); tempSubItem.Name = sreq.SubMethod.Name; tempSubItem.RequiredValue = sreq.RequiredValue; tempSubItem.SubMethodID = sreq.SubMethodID; tempSubItem.SubRequirementID = sreq.ID; tempSubItem.UM = sreq.SubMethod.UM; tempItem.SubTaskItems.Add(tempSubItem); } output.Add(tempItem); } return(output); }
protected override void OnItemDoubleClicked(BaseItem <SubTask> item) { SubTaskItem subtaskItem = (SubTaskItem)item; if (subtaskItem.subtask.deadlineState == ViewManager.DeadlineState.Future) { return; } subtaskItem.subtask.done = !subtaskItem.subtask.done; subtaskItem.Refresh(); }
public async Task <IActionResult> Create([Bind("SubTaskId,SubTaskName,SubDescription,SubStartDate,SubFinishDate,SubState,TaskId")] SubTaskItem subTaskItem) { if (ModelState.IsValid) { _context.Add(subTaskItem); await _context.SaveChangesAsync(); return(RedirectToAction("Index", new { id = subTaskItem.TaskId })); } updateTaskItemState(subTaskItem.TaskId); return(View(subTaskItem)); }
// refreshes sliders public void RefreshProgress() { // counting variables float regularTotal, regularCompleted, bonusTotal, bonusCompleted; regularTotal = regularCompleted = bonusTotal = bonusCompleted = 0f; // get data [0-100] % TODO: Might need to change to check acutal model when data is persistent on server foreach (GameObject g in _subTaskList) { SubTaskItem subTask = g.GetComponent <SubTaskItem> (); if (!subTask.IsBonus) { if (subTask.Status == Status.Completed) { regularCompleted++; } regularTotal++; } else { if (subTask.Status == Status.Completed) { bonusCompleted++; } bonusTotal++; } } // fill sliders TODO: Better handlning if no subtasks of type? if (regularTotal == 0) { _regularSlider.gameObject.SetActive(false); } else { _regularSlider.gameObject.SetActive(true); _regularSlider.value = (regularCompleted / regularTotal); } if (bonusTotal == 0) { _bonusSlider.gameObject.SetActive(false); } else { _bonusSlider.gameObject.SetActive(true); _bonusSlider.value = (bonusCompleted / bonusTotal); } }