public ActionResult DeleteConfirmed(int id) { Determine determine = db.Determines.Find(id); db.Determines.Remove(determine); db.SaveChanges(); return(RedirectToAction("Index")); }
public ActionResult Edit([Bind(Include = "Id,Name,AuditDate")] Determine determine) { if (ModelState.IsValid) { db.Entry(determine).State = EntityState.Modified; db.SaveChanges(); return(RedirectToAction("Index")); } return(View(determine)); }
public ActionResult Create([Bind(Include = "Id,Name,AuditDate")] Determine determine) { if (ModelState.IsValid) { db.Determines.Add(determine); db.SaveChanges(); return(RedirectToAction("Index")); } return(View(determine)); }
// GET: Determines/Delete/5 public ActionResult Delete(int?id) { if (id == null) { return(new HttpStatusCodeResult(HttpStatusCode.BadRequest)); } Determine determine = db.Determines.Find(id); if (determine == null) { return(HttpNotFound()); } return(View(determine)); }
// Start is called before the first frame update void Start() { //村人の近くに人狼がいるか if (Determine.WolfCheck()) { //その情報を表示する nearWolf.text = "プレイヤーの近くに吸血鬼がいます"; nearWolf.enabled = true; } else { nearWolf.enabled = false; } }
private static void Battle() { string formation = Process.formation; bool isNightFighting = Process.isNightFighting; int aimAttackNum = Process.aimAttackNum; bool isAttack = true; int attackNum = 1; int x, y; Process.supplyTeam[team - 1] = true; bool w1 = true; while (w1) { Outputs.Log("航行中"); if (attackNum > aimAttackNum) { Outputs.Log("已达到战斗次数,即将撤退"); isAttack = false; } // 等待选择阵型 if (Operation.FindPic("F", "请选择阵型")) { Outputs.Log("选择阵型中"); if (!Operation.FindPic(formation, out x, out y)) { Outputs.Log("无所选阵型,即将选择单纵阵并撤退停止战斗"); formation = "单纵阵"; isNightFighting = false; isAttack = false; Process.attackCount = 0; continue; } Operation.Click(x, 130, y, 30, 250); Outputs.Log("选择" + formation); // 等待战斗结束 || 进入夜战 bool w2 = true; while (w2) { Outputs.Log("战斗中"); if (Operation.FindPic("D", "次", out x, out y)) { Outputs.Log("战斗结束"); Operation.Click(x, 40, y, 40, 250); Utils.Delay(500); w2 = false; bool w3 = true; while (w3) { if (Operation.FindPic("D", "次", out x, out y)) { Outputs.Log("战斗结算"); // 战损检查 if (Operation.FindPic("战斗大破", 0.8)) { Outputs.Log("舰娘大破,即将撤退!"); isAttack = false; if (Process.fix > 0) { Process.isFix = true; } } else { Outputs.Log("无大破战损"); } Operation.Click(x, 40, y, 40, 250); w3 = false; } Utils.Delay(1000); } } else if (Operation.FindPic("逃跑或夜战", 0.8, out x, out y)) { if (isNightFighting) { Outputs.Log("进入夜战"); Operation.Click(x + 320, 140, y, 60, 250); } else { Outputs.Log("脱离战斗"); Operation.Click(x, 140, y, 60, 250); } } Utils.Delay(1000); } } // 等待罗盘 if (Operation.FindPic("C", "往哪走")) { Outputs.Log("旋转罗盘"); Operation.Click(350, 700, 600, 60, 250); Utils.Delay(5000);// 罗盘旋转需要时间 } // 等待新船归队 if (Operation.FindPic("D", "归", out x, out y)) { Outputs.Log("新船归队"); Operation.Click(x, 40, y, 40, 250); } // 等待进击或撤退 if (Operation.FindPic("进击或撤退", out x, out y)) { if (isAttack) { Outputs.Log("进击"); attackNum++; Operation.Click(x, 140, y, 50, 250); } else { Outputs.Log("撤退"); Operation.Click(x + 330, 140, y, 50, 250); } } // 旗舰大破 if (Operation.FindPic("B", "旗舰大破")) { Outputs.Log("旗舰大破,强制回港"); Operation.Click(850, 200, 370, 200, 250); } // 回港 if (Determine.InHome()) { Outputs.Log("返回母港,战斗结束"); w1 = false; } Utils.Delay(1000); } }