예제 #1
0
        public async Task <int> UpdateFunctionalObject(FunctionalObject functionalObject)
        {
            var queryParameters = new DynamicParameters();

            queryParameters.Add("@FunctionalObjectId", functionalObject.Id);
            queryParameters.Add("@FunctionalObjectName", functionalObject.Name);
            queryParameters.Add("@ListObjects", ToArrayTVP(functionalObject.Tables));

            await ExecuteNonQueryAsync(StoredProcedureNames.UpdateFunctionalObject, queryParameters, true);

            return(functionalObject.Id);
        }
예제 #2
0
        public async Task <int> CreateFunctionalObject(FunctionalObject functionalObject)
        {
            var queryParameters = new DynamicParameters();

            queryParameters.Add("@FunctionalObjectName", functionalObject.Name);
            queryParameters.Add("@ListObjects", ToArrayTVP(functionalObject.Tables));
            queryParameters.Add("@FunctionalObjectId", dbType: DbType.Int32, direction: ParameterDirection.Output);

            await ExecuteNonQueryAsync(StoredProcedureNames.CreateFunctionalObject, queryParameters, true);

            int functionalObjectId = queryParameters.Get <int>("@FunctionalObjectId");

            return(functionalObjectId);
        }
예제 #3
0
파일: PlayerGrab.cs 프로젝트: samhogan/AUG
    //drops the current item
    void dropItem()
    {
        //if two nodes are in focus, connect them
        if (curNode != null)
        {
            Node.connectNodes(curNode, curOtherNode);
        }
        curNode      = null;
        curOtherNode = null;

        curBody.useGravity = true;
        curBody            = null;
        curObject          = null;
        fo = null;
    }
예제 #4
0
파일: PlayerGrab.cs 프로젝트: samhogan/AUG
    //attempts to pick up an item straigth ahead
    void pickupItem()
    {
        RaycastHit hitInfo;

        Physics.Raycast(transform.position, transform.forward, out hitInfo, 5f);
        curBody            = hitInfo.rigidbody;
        curBody.useGravity = false;
        curObject          = hitInfo.rigidbody.gameObject;

        //targetRot = Quaternion.Euler(transform.rotation.eulerAngles - curObject.transform.rotation.eulerAngles);//curBody.rotation * Quaternion.Inverse(transform.rotation);
        //WHAT A HACK!!
        //I am completely confused why my attempted mathematical implementation of this failed
        //TODO: fix this, although not top priority
        //my guess is that it will never get fixed ever, today's date is 7/28/16
        curObject.transform.parent = transform;
        relRot = curObject.transform.localRotation;
        curObject.transform.parent = null;

        fo = curObject.GetComponent <FunctionalObject>();

        //curBody.drag = 100;
    }