コード例 #1
0
        public async Task <IActionResult> PutTagMaker([FromRoute] long id, [FromBody] TagMaker tagMaker)
        {
            if (!ModelState.IsValid)
            {
                return(BadRequest(ModelState));
            }

            if (id != tagMaker.TagMakerID)
            {
                return(BadRequest());
            }

            _context.Entry(tagMaker).State = EntityState.Modified;

            try
            {
                await _context.SaveChangesAsync();
            }
            catch (DbUpdateConcurrencyException)
            {
                if (!TagMakerExists(id))
                {
                    return(NotFound());
                }
                else
                {
                    throw;
                }
            }

            return(NoContent());
        }
コード例 #2
0
        public async Task <IActionResult> PostTagMaker([FromBody] TagMaker tagMaker)
        {
            if (!ModelState.IsValid)
            {
                return(BadRequest(ModelState));
            }

            _context.TagMakers.Add(tagMaker);
            await _context.SaveChangesAsync();

            return(CreatedAtAction("GetTagMaker", new { id = tagMaker.TagMakerID }, tagMaker));
        }
コード例 #3
0
ファイル: TagMaker_Should.cs プロジェクト: makarov906/di
        public void Make_ShouldWorkCorrect()
        {
            var layouter = new Mock <ICircularCloudLayouter>();

            layouter.Setup(l => l.PutNextRectangle(It.IsAny <Size>()))
            .Returns <Size>((s) => new Rectangle(0, 0, 10, 10));

            var config   = new Config("", "", "Arial", new Size(100, 100), 5);
            var tagMaker = new TagMaker(config, layouter.Object);
            var answer   = new Dictionary <string, Rectangle> {
                { "s", new Rectangle(0, 0, 10, 10) }
            };

            tagMaker.Make(new[] { "s", "s", "s" }).ShouldBeEquivalentTo(answer);
        }
コード例 #4
0
    public static void CreatePrefab(string prefab_name_, GameObject obj_, string new_object_name_)
    {
        GameObject blueprint = (GameObject)Resources.Load(prefab_name_);
        GameObject prefab    = Instantiate(blueprint);

        prefab.transform.position = obj_.transform.position;
        prefab.transform.rotation = obj_.transform.rotation;

        // 命名とラベル作成
        prefab.name = new_object_name_;
#if UNITY_EDITOR
        TagMaker.AddTag(new_object_name_);
#endif
        prefab.tag = new_object_name_;
    }
コード例 #5
0
    public static void CreateChild(GameObject obj_, string prefab_name_, Vector3 position_, float degree_, string new_object_name_)
    {
        Vector3 axis = new Vector3(0, 0, 1);

        GameObject blueprint = (GameObject)Resources.Load(prefab_name_);
        GameObject prefab    = Instantiate(blueprint);

        prefab.transform.localPosition = new Vector3(position_.x, position_.y, position_.z);
        prefab.transform.RotateAround(obj_.transform.position, axis, degree_);

        prefab.transform.parent = obj_.transform;

        // 命名とラベル作成
        prefab.name = new_object_name_;
#if UNITY_EDITOR
        TagMaker.AddTag(new_object_name_);
#endif
        prefab.tag = new_object_name_;
    }