private void Start() { appearance = GetComponent <UnitAppearance>(); animations = GetComponent <UnitAnimations>(); mover = GetComponent <UnitMover>(); physics = GetComponent <UnitPhysics>(); SubscribeToGlobalEvents(); physics.SetCallbackForCollisionWithFinishPoint(OnColideWithFinishPoint); physics.SetCallbackForCollisionWithUnit(OnColideWithAnotherUnit); physics.SetCallbackForCollisionWithObstacle(OnColideWithObstacle); }
public async Task <RedirectToRouteResult> SetPublishTime(string courseId, string unitName, string publishTime) { var oldInfo = await db.Units.Where(u => u.CourseId == courseId && u.UnitName == unitName).ToListAsync(); db.Units.RemoveRange(oldInfo); var unitAppearance = new UnitAppearance { CourseId = courseId, UnitName = unitName, UserName = User.Identity.Name, PublishTime = DateTime.Parse(publishTime), }; db.Units.Add(unitAppearance); await db.SaveChangesAsync(); return(RedirectToAction("List", new { courseId })); }
private void _Init() { SaveLocations = new List<SaveLocation>(3); // always seen as 3 (1 for each difficulty - even if not applicable on the char yet) StateCodes1 = new List<Int32>(); StateCodes2 = new List<Int32>(); Bookmarks = new List<Bookmark>(); Stats = new UnitObjectStats(FileManager, _debugOutputLoadingProgress); Items = new List<UnitObject>(); Appearance = new UnitAppearance(); Hotkeys = new List<Hotkey>(); Position = new Vector3(); Normal = new Vector3(); }