예제 #1
0
        public List <CivilState> GetCivilState()
        {
            List <CivilState> lcs   = new List <CivilState>();
            string            query = "exec sp_getCivilState";

            ds = con.obtenConsulta(query);

            try
            {
                //conexion.Open();
                //SqlDataReader reader = command.ExecuteReader();

                foreach (DataRow dr in ds.Tables[0].Rows)
                {
                    CivilState cvcat = new CivilState();
                    cvcat.CivilStateId = Convert.ToInt32(dr["CivilStateId"].ToString());
                    cvcat.Key          = dr["Key"].ToString();
                    cvcat.Name         = dr["Name"].ToString();
                    cvcat.IsActive     = Convert.ToBoolean(dr["IsActive"].ToString());

                    lcs.Add(cvcat);
                }


                return(lcs);
            }
            catch (Exception ex)
            {
                return(null);
            }
        }
예제 #2
0
        public List <T> FindByCivilState(CivilState civilState)
        {
            var result =
                from tmp in _elements
                where tmp.CivilState == civilState
                select tmp;

            return(result.ToList());
        }
예제 #3
0
 public Employee(Age age, Religion religion, Ethnecity ethnicity, Gender gender, CivilState civil_State, Disabilities disabilities)
 {
     this.age          = age;
     this.religion     = religion;
     this.ethnicity    = ethnicity;
     this.gender       = gender;
     this.civil_State  = civil_State;
     this.disabilities = disabilities;
 }
예제 #4
0
 public Person(String firstName, String lastName, int age, Gender gender, CivilState civilState, String fatherName, String motherName)
 {
     _firstName  = firstName;
     _lastName   = lastName;
     _age        = age;
     _father     = new Person(fatherName.Split(' ')[0], fatherName.Split(' ')[1], Gender.Male);
     _mother     = new Person(motherName.Split(' ')[0], motherName.Split(' ')[1], Gender.Female);
     _gender     = gender;
     _civilState = civilState;
 }
예제 #5
0
	//private Manager civilsManager;

	void Awake ()
	{
		state = CivilState.Waiting;
		home = transform.position;

		nav = GetComponent <NavMeshAgent> ();
		player = GameObject.FindGameObjectWithTag ("Player").transform;
		offset = new Vector3 (1f, 0f, 1f);
		//offset = civilsManager.Register()
	}
예제 #6
0
 public Person(String firstName, String lastName, int age, Gender gender, CivilState civilState, Person father, Person mother, List <Person> brothersAndSisters, List <Person> sonsAndDaughters)
 {
     _firstName          = firstName;
     _lastName           = lastName;
     _age                = age;
     _brothersAndSisters = brothersAndSisters;
     _sonsAndDaughters   = sonsAndDaughters;
     _father             = father;
     _mother             = mother;
     _civilState         = civilState;
     _gender             = gender;
 }
예제 #7
0
	void Update ()
	{
		if (state == CivilState.FollowingPlayer)
			nav.SetDestination (player.position + offset);

		else if (state == CivilState.Returning)
		{
			if(transform.position == home)
				state = CivilState.Waiting;
			else
				nav.SetDestination (home);
		}
	}
예제 #8
0
        public async Task <bool> RemoveCivilStateAsync(int civilStateId)
        {
            using (ApplicationContext context = new ApplicationContext())
            {
                CivilState entity = await context.CivilStates.FirstOrDefaultAsync(x => x.Id == civilStateId);

                if (entity != null)
                {
                    context.CivilStates.Remove(entity);
                }

                await context.SaveChangesAsync();

                return(true);
            }
        }
예제 #9
0
파일: Civilian.cs 프로젝트: Qawery/SGJ2015
	void Start ()
	{
		state = CivilState.Waiting;
		home = transform.position;

		nav = GetComponent <NavMeshAgent> ();
		weapon = GetComponent <RaygunScript_00> ();
		player = GameObject.FindGameObjectWithTag ("Player").transform;
		crowdManager = GameObject.FindGameObjectWithTag ("CrowdManager").GetComponent<CrowdManager>();
		moraleManager = GameObject.FindGameObjectWithTag ("MoraleManager").GetComponent<MoraleManager_00>();
		healthScript = GetComponent<HealthScript_00> ();
		//weapon.setFiring (false);


		nav.speed = Random.Range (MIN_SPEED, MAX_SPEED);
		nav.angularSpeed = Random.Range (MIN_ANGULAR_SPEED, MAX_ANGULAR_SPEED);
		nav.acceleration = Random.Range (MIN_ACCELERATION, MAX_ACCELERATION);
	}
예제 #10
0
        public async Task <int> UpdateAsync(int id, CivilStateModel civilStateToUpdate)
        {
            using (ApplicationContext context = new ApplicationContext())
            {
                if (civilStateToUpdate.DateOfBirth == null)
                {
                    return(civilStateToUpdate.Id);
                }

                CivilState entity = new CivilState
                {
                    Id          = id,
                    FirstName   = civilStateToUpdate.FirstName,
                    LastName    = civilStateToUpdate.LastName,
                    Address     = civilStateToUpdate.Address,
                    DateOfBirth = civilStateToUpdate.DateOfBirth.Value
                };
                context.CivilStates.AddOrUpdate(entity);
                await context.SaveChangesAsync();

                return(entity.Id);
            }
        }
예제 #11
0
        public async Task <int> CreateAsync(CivilStateModel civilStateToAdd)
        {
            using (ApplicationContext context = new ApplicationContext())
            {
                if (civilStateToAdd.DateOfBirth == null)
                {
                    return(civilStateToAdd.Id);
                }

                CivilState toAdd = new CivilState
                {
                    FirstName   = civilStateToAdd.FirstName,
                    LastName    = civilStateToAdd.LastName,
                    Address     = civilStateToAdd.Address,
                    DateOfBirth = civilStateToAdd.DateOfBirth.Value
                };

                context.CivilStates.Add(toAdd);
                await context.SaveChangesAsync();

                return(toAdd.Id);
            }
        }
예제 #12
0
        public void Save(object obj)
        {
            //Reconstruct xml
            XmlDocument xmlDoc = new XmlDocument();

            XmlDeclaration declaration = xmlDoc.CreateXmlDeclaration("1.0", null, null);

            xmlDoc.AppendChild(declaration);

            XmlNode rootNode = xmlDoc.CreateElement("UserInformation");

            xmlDoc.AppendChild(rootNode);

            XmlNode usersNode = xmlDoc.CreateElement("Users");

            rootNode.AppendChild(usersNode);

            //Add all users in datagrid
            foreach (Employee employee in Employees)
            {
                XmlNode userNode = xmlDoc.CreateElement("User");

                //Add Firstname attribute
                XmlAttribute firstName = xmlDoc.CreateAttribute("FirstName");
                firstName.Value = employee.FirstName;
                userNode.Attributes.Append(firstName);

                //Add Lastname attribute
                XmlAttribute lastName = xmlDoc.CreateAttribute("LastName");
                lastName.Value = employee.LastName;
                userNode.Attributes.Append(lastName);

                //Add Civilstate attribute
                CivilState civilStateEnum = employee.CivilState;
                string     civilStateInt  = null;

                //Convert civilstate into integer
                switch (civilStateEnum)
                {
                case CivilState.Unknown:
                    civilStateInt = "0";
                    break;

                case CivilState.Single:
                    civilStateInt = "1";
                    break;

                case CivilState.Married:
                    civilStateInt = "2";
                    break;
                }

                XmlAttribute civilState = xmlDoc.CreateAttribute("CivilState");
                civilState.Value = civilStateInt;
                userNode.Attributes.Append(civilState);

                usersNode.AppendChild(userNode);
            }
            xmlDoc.Save(filePath);
            MessageBox.Show("Changes saved", "", MessageBoxButton.OK);
        }
예제 #13
0
 public Employee(String firstName, String lastName, CivilState civilState)
 {
     FirstName  = firstName;
     LastName   = lastName;
     CivilState = civilState;
 }
예제 #14
0
파일: Civilian.cs 프로젝트: Qawery/SGJ2015
	void Update ()
	{
		if(isAlive)
		{

			if (healthScript != null) 
			{
				if(!healthScript.IsAlive())
				{
					Death ();
				}
				else
				{
					if (state == CivilState.FollowingPlayer)
					{
						if(moraleManager.getOrder() == "Atack")
						{
							state = CivilState.Atacking;
						}
						else if(moraleManager.getOrder() == "Panic")
						{
							state = CivilState.Panicking;
						}
						else if(moraleManager.getOrder() == "Retreat")
						{
							state = CivilState.Returning;
						}
						else if(Vector3.Distance (player.position, transform.position) > distanceToPlayer)
						{
							nav.SetDestination (ObstacleDetection () ? player.position : player.position + offset);
						}
						else
						{
							nav.destination = transform.position;
						}
					}
					else if (state == CivilState.Atacking)
					{
						weapon.setFiring (true);
						if(moraleManager.getOrder() == "Panic")
						{
							weapon.setFiring (false);
							state = CivilState.Panicking;
						}
						else if(moraleManager.getOrder() == "Retreat")
						{
							weapon.setFiring (false);
							state = CivilState.Returning;
						}
						else if(moraleManager.getOrder() == "Follow")
						{
							weapon.setFiring (false);
							state = CivilState.FollowingPlayer;
						}
						//TODO wykrywanie i podazanie do policjantow
						else if(Vector3.Distance (player.position, transform.position) > distanceToPlayer)
						{
							nav.SetDestination (ObstacleDetection () ? player.position : player.position + offset);
						}
						else
						{
							nav.destination = transform.position;
						}
					}
					else if (state == CivilState.Panicking)
					{
						if(isInCrowd)
						{
							isInCrowd = false;
							crowdManager.removeCivilian (this);
						}
						if(moraleManager.getOrder() == "Panic")
						{
							nav.SetDestination (home);
						}
						else
						{
							state = CivilState.Waiting;
						}
					}
					else if (state == CivilState.Returning)
					{
						if(isInCrowd)
						{
							if(moraleManager.getOrder() == "Atack")
							{
								state = CivilState.Atacking;
							}
							else if(moraleManager.getOrder() == "Panic")
							{
								state = CivilState.Panicking;
							}
							else if(moraleManager.getOrder() == "Follow")
							{
								state = CivilState.FollowingPlayer;
							}
							else if(transform.position == home)
							{
								state = CivilState.Waiting;
								isInCrowd = false;
								crowdManager.removeCivilian (this);
							}
							else
							{
								nav.SetDestination (home);
							}
						}
						else if(transform.position == home)
						{
							state = CivilState.Waiting;
							crowdManager.removeCivilian (this);
							isInCrowd = false;
						}
						else
						{
							nav.SetDestination (home);
						}
					}
					else
					{
						nav.destination = transform.position;
					}
				}
			}
		}
	}
예제 #15
0
 public Patient(string completeName, string address, string district, string city, DateTime birthDate,
                Sex sex, Color color, CivilState civilState, string religion, Scholarship scholarity, string profession,
                string naturality, double weight, double height, string phoneNumber, string email, string currentDisease,
                string associateDisease, string preexistentDisease, string history, string habits, string diagnosis,
                string complain, string medication, string mobility, string consciousState, string skin, string air,
                string toraxFormat, Ventilation ventilationType, MuscularPattern muscularPattern, VentilatoryRythm ventilatoryRythm, string abdomen,
                string signals, string symptoms, ToraxMobility toraxMobility, PulmonarExpansion pulmonarExpansion, double fr, double fc, double sp,
                double pa, double temperature, string pulmonarHearing, Cough cough, string secretion, string tonus,
                string reflexes, string strength, string sensibility, string motorControl, string complementary,
                string functionalDiagnosis, string problem, string target, string conduct, List <EvolutionRegister> evolutions)
 {
     CompleteName       = completeName;
     Address            = address;
     District           = district;
     City               = city;
     BirthDate          = birthDate;
     Sex                = sex;
     Color              = color;
     CivilEstate        = civilState;
     Religion           = religion;
     Scholarity         = scholarity;
     Profession         = profession;
     Naturality         = naturality;
     Weight             = weight;
     Height             = height;
     PhoneNumber        = phoneNumber;
     Email              = email;
     CurrentDisease     = currentDisease;
     AssociateDisease   = associateDisease;
     PreexistentDisease = preexistentDisease;
     History            = history;
     Habits             = habits;
     Diagnosis          = diagnosis;
     Complain           = complain;
     Medication         = medication;
     Mobility           = mobility;
     ConsciousState     = consciousState;
     Skin               = skin;
     Air                = air;
     ToraxFormat        = toraxFormat;
     VentilationType    = ventilationType;
     MuscularPattern    = muscularPattern;
     VentilatoryRythm   = ventilatoryRythm;
     Abdomen            = abdomen;
     Signals            = signals;
     Symptoms           = symptoms;
     ToraxMobility      = toraxMobility;
     PulmonarExpansion  = pulmonarExpansion;
     Fr                  = fr;
     Fc                  = fc;
     Sp                  = sp;
     Pa                  = pa;
     Temperature         = temperature;
     PulmonarHearing     = pulmonarHearing;
     Cough               = cough;
     Secretion           = secretion;
     Tonus               = tonus;
     Reflexes            = reflexes;
     Strength            = strength;
     Sensibility         = sensibility;
     MotorControl        = motorControl;
     Complementary       = complementary;
     FunctionalDiagnosis = functionalDiagnosis;
     Problem             = problem;
     Target              = target;
     Conduct             = conduct;
     Evolutions          = evolutions;
 }
예제 #16
0
	public void JoinPlayer()
	{
		state = CivilState.FollowingPlayer;
	}