protected override void Start() { base.Start(); HouseManager.UpdateSprinklers(); hasSprinklers = true; waterDrop.SetActive(true); }
public void Init() { boardCardHouses = new HouseManager[boardPositions.Length]; boardOwnershipRender = new SpriteRenderer[boardPositions.Length]; for (int i = 0; i < boardPositions.Length; i++) { HouseManager manager = boardPositions[i].GetComponentInChildren <HouseManager>(); if (manager != null) { boardCardHouses[i] = manager; } else { boardCardHouses[i] = null; } SpriteRenderer render = boardPositions[i].GetComponentInChildren <SpriteRenderer>(); if (render != null) { boardOwnershipRender[i] = render; } else { boardOwnershipRender[i] = null; } } Debug.Log("Init method in " + gameObject.name); }
internal static bool Prefix(UseableStructure __instance, uint simulation, bool inputSteady, bool ___isUsing, Vector3 ___point) { UnturnedPlayer player = UnturnedPlayer.FromPlayer(__instance.player); if (player.HasPermission("realestate.bypass")) { return(true); } if (!___isUsing) { return(true); } House house = RealEstate.manager.HouseFromPosition(___point); if (house == null && RealEstate.instance.Configuration.Instance.disableBuildingIfNotInHome) { __instance.player.equipment.dequip(); RealEstate.instance.TellPlayer(player, RealEstate.instance.Translate("cant_build_outside"), Color.red); return(false); } if (HouseManager.HouseCheck(house, player)) { return(true); } __instance.player.equipment.dequip(); RealEstate.instance.TellPlayer(player, RealEstate.instance.Translate("cant_place_structures"), Color.red); return(false); }
public ActionResult Index(int pageIndex = 1) { var houseData = new HouseManager().GetAll(); var pageList = new PagedList <House>(houseData, pageIndex, pageSize); return(View(pageList)); }
public async Task Should_Call_AddAsync() { //Arrange const string name = "House Name"; var model = new HouseToAdd { Name = name }; var entity = new HouseEf { Name = name }; _mapperMock.Setup(x => x.Map <HouseEf>(It.IsAny <HouseToAdd>())) .Returns(entity); _manager = new HouseManager(_mapperMock.Object, _houseRepositoryMock.Object); //Act await _manager.AddAsync(model); //Assert _mapperMock.Verify(x => x.Map <HouseEf>(It.IsAny <HouseToAdd>())); _houseRepositoryMock.Verify(x => x.AddAsync(entity), Times.Once); }
//库房 public void storehouse() { this.DropDownList1.DataSource = HouseManager.GetStore(); this.DropDownList1.DataTextField = "HouseName"; this.DropDownList1.DataValueField = "HouseID"; this.DropDownList1.DataBind(); }
// Start is called before the first frame update void Start() { SimulationModelInit(); houseManager = GameObject.Find("Residence").GetComponent <HouseManager>(); gameManager = GameObject.Find("Game Manager").GetComponent <GameManager>(); strategy = GameObject.Find("Game Manager").GetComponent <Strategy>(); hospitalManager = GameObject.Find("Hospitals").GetComponent <HospitalManager>(); agentMoveScript = GetComponent <AgentMove>(); int randHospitalIdx = Random.Range(0, hospitalManager.hospitals.Count); hospitalToGo = hospitalManager.hospitals[randHospitalIdx]; hospitalScript = hospitalToGo.GetComponent <Hospital>(); if (Random.Range(0.0f, 1.0f) < initalInfectedRate) { status = health_status.infected; GetComponent <MeshRenderer>().material = orange; infectedTimeStamp = 0; houseManager.IncreInfected(); } else { status = health_status.healthy; } sympOnsetTime = Random.Range(5, 10); }
public async Task Should_Call_UpdateAsync() { //Arrange const int houseId = 1; var model = new HouseToUpdate { Id = houseId }; var entity = new HouseEf { Id = houseId }; _houseRepositoryMock.Setup(x => x.GetByIdAsync(model.Id)) .ReturnsAsync(entity); _mapperMock.Setup(x => x.Map(model, entity)) .Returns(entity); _manager = new HouseManager(_mapperMock.Object, _houseRepositoryMock.Object); //Act await _manager.UpdateAsync(model); //Assert _houseRepositoryMock.Verify(x => x.GetByIdAsync(model.Id), Times.Once); _mapperMock.Verify(x => x.Map(model, entity)); _houseRepositoryMock.Verify(x => x.UpdateAsync(entity), Times.Once); }
internal static bool Prefix(UseableBarricade __instance, uint simulation, bool inputSteady) { UnturnedPlayer player = UnturnedPlayer.FromPlayer(__instance.player); if (player.HasPermission("realestate.bypass")) { return(true); } if (GetValue <bool>(__instance, "isUsing", BindingFlags.NonPublic | BindingFlags.Instance)) { if (GetValue <InteractableVehicle>(__instance, "parentVehicle", BindingFlags.NonPublic | BindingFlags.Instance) != null && RealEstate.instance.Configuration.Instance.enableBuildingOnVehicles) { return(true); } House house = RealEstate.manager.HouseFromPosition(GetValue <Vector3>(__instance, "point", BindingFlags.NonPublic | BindingFlags.Instance)); if (house == null && RealEstate.instance.Configuration.Instance.disableBuildingIfNotInHome) { __instance.player.equipment.dequip(); UnturnedChat.Say(player, RealEstate.instance.Translate("cant_build_outside"), Color.red); return(false); } if (!HouseManager.HouseCheck(house, player)) { __instance.player.equipment.dequip(); UnturnedChat.Say(player, RealEstate.instance.Translate("cant_place_barricades"), Color.red); return(false); } } return(true); }
private IEnumerator UpdateCloud() { string url = HouseManager.GetBaseUrl(); Debug.LogFormat("EventSensor.UpdateCloud: {0}", url); WWWForm form = new WWWForm(); form.AddField("houseName", houseName); form.AddField("sensorName", sensorName); form.AddField("sensorData", sensorValue.ToString()); form.AddField("sensorType", sensorType); using (UnityWebRequest postRequest = UnityWebRequest.Post(url, form)) { yield return(postRequest.Send()); if (postRequest.isError) { Debug.LogError(postRequest.error); } else { Debug.Log("EventSensor updated"); } } }
public virtual void OnCleanedObject(PlayerInteractionController interactionController) { Set_ObjectStateToClean(); HouseManager.InvokeOnObjectStatusCallback((int)ownedByTeam); ServiceLocator.GetServiceOfType <EffectsManager>().PlayAudioMultiplayer("Cleaned", volume: 0.25f, spatialBlend: 1, audioMixerGroup: "Sfx"); }
public void ClientEvent_acceptEdit(Client player, float X, float Y, float Z, float XX, float YY, float ZZ) { try { if (!player.HasData("IS_EDITING")) { return; } House house = HouseManager.GetHouse(player, true); if (house == null) { Notify.Send(player, NotifyType.Error, NotifyPosition.BottomCenter, $"У Вас нет дома", 3000); return; } int id = player.GetData("EDIT_ID"); HouseFurnitures[house.ID][id].IsSet = true; Vector3 pos = new Vector3(X, Y, Z); Vector3 rot = new Vector3(XX, YY, ZZ); HouseFurnitures[house.ID][id].Position = pos; HouseFurnitures[house.ID][id].Rotation = rot; house.DestroyFurnitures(); house.CreateAllFurnitures(); player.ResetData("IS_EDITING"); return; } catch (Exception e) { Log.Write("acceptEdit: " + e.Message, nLog.Type.Error); } }
// Sets the next action based on the person's state private bool SetAction() { int personLoc = PersonLocFromPosition(); switch (state) { case PersonState.TARGET_SET: goto case PersonState.WANDER_SET; // Finds a path to the goal case PersonState.WANDER_SET: path = Pathfinder.FindPathToHouse(personLoc, goalIndex); return(true); // Finds a path to a random goal if there are houses and available space, otherwise changes to wander case PersonState.TARGET_RANDOM: if (HouseManager.houses.Count == 0 || !HouseManager.AnyStallSpaceAnywhere()) { state = PersonState.WANDER; goto default; } else { goalIndex = HouseManager.GetRandomHouse(); path = Pathfinder.FindPathToHouse(personLoc, goalIndex); } return(true); // Finds a path to a random not burning house if there are houses that aren't burning, otherwise changes to wander case PersonState.TARGET_RANDOM_NOTBURNING: if (HouseManager.houses.Count == 0 || !HouseManager.AnyHousesNotBurning()) { state = PersonState.WANDER; goto default; } else { goalIndex = HouseManager.GetRandomNotBurningHouse(); path = Pathfinder.FindPathToHouse(personLoc, goalIndex); } return(true); // Stalls case PersonState.STALL: StopAllCoroutines(); StartCoroutine(Stall()); return(false); // Attacks case PersonState.ATTACK: StopAllCoroutines(); Attack(); return(false); // Finds a path to an exit default: path = Pathfinder.FindPath(state, personLoc); return(true); } }
public ActionResult Index(int userId, int pageIndex = 1) { var houseData = new HouseManager().GetAllByUserId(userId); var pageList = new PagedList <House>(houseData == null ? new List <House>() : houseData, pageIndex, pageSize); return(View(pageList)); }
public void OnBeginDrag(PointerEventData eventData) { GameObject houseManager = GameObject.Find("House Manager"); HouseManager HM = houseManager.GetComponent <HouseManager> (); HM.heldPanel = this; }
void AssignNewDestination() { //if not home, go home. If at home, go somewhere else destinationIsHome = !destinationIsHome; if (destinationIsHome) //return home { destination = new Vector2(myHouse.house.position.x, myHouse.house.position.z); } else //visit neighbor's house { List <HouseManager> viableHouses = GetNearbyHouses(); if (viableHouses.Count > 0) { destinationHouse = viableHouses[Random.Range(0, viableHouses.Count)]; destination = new Vector2(destinationHouse.house.position.x, destinationHouse.house.position.z); } else { StartCoroutine(AnimateIdle()); return; } } if (destination != new Vector2(transform.position.x, transform.position.z)) { StartCoroutine(WalkToDestination()); StartCoroutine(AnimateWalking()); } else { StartCoroutine(AnimateIdle()); } }
// private int searchLimit = 100; public void SetUp(ScenarioData scenario, IntPoint2D startTile, ScenarioMgr.Direction startingDir, bool wandering, IntPoint2D dest, HouseManager house, bool movingIn) { Debug.Log("in citizen set up"); scenarioInfo = scenario; facing = startingDir; curTile = startTile; this.wandering = wandering; this.destTile = dest; Debug.Log("start tile: " + startTile.ToString()); Debug.Log("dest tile: " + destTile.ToString()); this.myHouse = house; this.movingIn = movingIn; havePath = false; startPath = false; if (!wandering) { Debug.Log("Starting TakePath Coroutine from SetUp"); StartCoroutine(TakePath()); } else { StartCoroutine(Wander()); } }
// Start is called before the first frame update void Start() { myHouseManager = GetComponentInParent <HouseManager>(); myGameManager = FindObjectOfType <GameManager>(); GetSatisfactionTollerance(); }
/// <summary> /// Initializes all event handlers /// Add all event handlers here /// </summary> private void InitEvents() { // TODO: change to use character RegisterEvent("EVENT_REQUEST_ENTER_HOUSE", HouseManager.Instance(), "RequestEnterHouse"); RegisterEvent("EVENT_REQUEST_EXIT_HOUSE", HouseManager.Instance(), "RequestExitHouse"); RegisterEvent("EVENT_REQUEST_CREATE_ACCOUNT", PlayerManager.Instance(), "RequestCreateAccount"); RegisterEvent("EVENT_REQUEST_SELECT_CHARACTER", PlayerManager.Instance(), "RequestSelectCharacter"); RegisterEvent("EVENT_REQUEST_CREATE_CHARACTER_MENU", PlayerManager.Instance(), "RequestCreateCharacterMenu"); RegisterEvent("EVENT_REQUEST_CREATE_CHARACTER", PlayerManager.Instance(), "RequestCreateCharacter"); RegisterEvent("EVENT_REQUEST_OWNED_HOUSES", HouseManager.Instance(), "SendListOfOwnedHousesToClient"); RegisterEvent("EVENT_SET_PLAYER_USING_PHONE", PlayerManager.Instance(), "SetPlayerUsingPhone"); RegisterEvent("EVENT_SET_PLAYER_NOT_USING_PHONE", PlayerManager.Instance(), "SetPlayerPhoneOut"); RegisterEvent("EVENT_SEND_TEXT_MESSAGE", PlayerManager.Instance(), "TrySendTextMessage"); RegisterEvent("EVENT_ADD_PHONE_CONTACT", PlayerManager.Instance(), "TryAddNewContact"); RegisterEvent("EVENT_REMOVE_PHONE_CONTACT", PlayerManager.Instance(), "TryDeleteContact"); RegisterEvent("EVENT_REMOVE_TEXT_MESSAGE", PlayerManager.Instance(), "TryDeleteTextMessage"); RegisterEvent("EVENT_START_PHONE_CALL", PlayerManager.Instance(), "TryStartPhoneCall"); RegisterEvent("EVENT_ACCEPT_PHONE_CALL", PlayerManager.Instance(), "TryAcceptPhoneCall"); RegisterEvent("EVENT_END_PHONE_CALL", PlayerManager.Instance(), "TryHangupPhoneCall"); RegisterEvent("EVENT_EXIT_VEHICLE_SHOP", VehicleManager.Instance(), "TryExitVehicleShop"); RegisterEvent("EVENT_BUY_VEHICLE", VehicleManager.Instance(), "TryPurchaseVehicle"); RegisterEvent("EVENT_TRY_SPAWN_VEHICLE", VehicleManager.Instance(), "SpawnVehicleForCharacter"); RegisterEvent("EVENT_TRY_PARK_VEHICLE", VehicleManager.Instance(), "ParkVehicle"); RegisterEvent("EVENT_TRY_LOCK_VEHICLE", VehicleManager.Instance(), "LockVehicleWithId"); RegisterEvent("EVENT_TRY_BUY_PARKING_SPOT", VehicleManager.Instance(), "TryPurchasePark"); RegisterEvent("EVENT_TRY_SET_SPAWN_LOCATION", PlayerManager.Instance(), "SetCharacterSpawnHouse"); RegisterEvent("EVENT_ACCEPT_JOB", JobManager.Instance(), "TakeJobForClient", Option.OPTION_USES_CHARACTER); RegisterEvent("EVENT_TRY_BUY_PROPERTY", HouseManager.Instance(), "TryBuyMarketHouseForCharacter", Option.OPTION_USES_CHARACTER); RegisterEvent("EVENT_TRY_USE_ITEM", ItemManager.Instance(), "TryUseItemForCharacter", Option.OPTION_USES_CHARACTER); RegisterEvent("EVENT_TRY_BUY_ITEM", ItemManager.Instance(), "TryBuyItemForCharacter", Option.OPTION_USES_CHARACTER); RegisterEvent("EVENT_TRY_SELL_ITEM", ItemManager.Instance(), "TrySellItemForCharacter", Option.OPTION_USES_CHARACTER); /// Faction events RegisterEvent("EVENT_ARREST_CHARACTER", FactionManager.Instance().LawEnforcement(), "ArrestCharacter", Option.OPTION_USES_CHARACTER); }
static void Main(string[] args) { var keyunit = new CompanyUnitKey { KeyId = 123456, Secret = "9876541236985214" }; IAgentPower agentPower = new AgentPower(keyunit, null); //返回的授信数据,可以缓存,不必每次调用都申请 var dto2 = agentPower.ApplyToken("用户名", "密码"); if (dto2.IsSuccess) { HouseManager houseManager = new HouseManager(keyunit, null); //只是案例,没有写全字段,录入不成功,具体哪些字段必填,请查看文档 HouseSaleDTO houseSale = new HouseSaleDTO() { ProjName = "王翠山", Price = 360, }; houseSale.Image1.Add(new Image() { Url = "https://baidu.com", Name = "度娘娘" }); var dto = houseManager.Save(dto2.Data, houseSale); Console.WriteLine(dto); } Console.Read(); }
//库区 public void housedetail() { this.DropDownList2.DataSource = HouseManager.GetHouse(Convert.ToInt32(this.DropDownList1.SelectedValue)); this.DropDownList2.DataTextField = "SubareaName"; this.DropDownList2.DataValueField = "ID"; this.DropDownList2.DataBind(); }
public void PerformCard() { // Houses total values int housesTotal = 0; // Check if we own houses for (int h = 0; h < Game.Instance.CurrentPlayer.propertiesOwned.Count; h++) { HouseManager manager = Game.Instance.board.boardCardHouses[Game.Instance.CurrentPlayer.propertiesOwned[h]]; if (manager != null) { int houseCount = manager.currHouses; if (houseCount >= 5) { housesTotal += hotelPrice; } else { housesTotal += (housePrice * houseCount); } } } // Substract from player and add to parking Game.Instance.CurrentPlayer.SubstractCurrency(housesTotal); Game.Instance.parkingMoney += housesTotal; // Check parking Game.Instance.actions.payment.CheckParkingMoney(); }
public void DistributeWater() { if (isHouse) { HouseManager mgr = this.building.GetComponent("HouseManager") as HouseManager; mgr.ReceiveWater(); } }
// Initializes the sprinklers private void SetUpSprinklers() { bool adjacentToMansion = HouseManager.isAdjacentToMansion(this); waterDrop = transform.GetChild(4).gameObject; waterDrop.SetActive(adjacentToMansion); SprinklersOn(adjacentToMansion); }
//private Image myImage; void Start() { //myImage = this.transform.GetChild(0).GetComponent<Image>(); Asset = Camera.main.GetComponent <AssetManager>(); House = this.GetComponent <HouseManager>(); filePath = MsgCenter._instance.WWWURL + "Scene.xml"; GameSearch.group = transform.parent.GetComponent <ToggleGroup>(); }
// Use this for initialization void Start() { int r = Random.Range(0, 20); greatestFear = (Themes)Random.Range(0, 20); houseManager = GameObject.Find("House Manager").GetComponent <HouseManager> (); curRoom = houseManager.GetFirstRoom(); GetRoomCenterPoint(); }
protected virtual void Awake() { if (NetworkManager.localPlayerInformation.team == (int)ownedByTeam) { HouseManager.AddInteractableToObservedLists(null, this); } Create_ProgressBar(); }
public void InitHouse(HouseManager House) { ID = House.ID; Icon = House.Icon; M_default = House.M_default; Map = House.Map; Temp_ID = House.Temp_ID; Corp_ID = House.Corp_ID; }
static void Main(string[] args) { HouseManager houseManager = new HouseManager(new EfHouseDal()); foreach (var manager in houseManager.GetByPrice(1000, 5000)) { Console.WriteLine(manager.Description); } }
private void Awake() { if (instance != null) { Destroy(this); } instance = this; houseCanvas = GetComponent <CanvasGroup>(); }
void Awake () { instance = this; foreach (GameObject go in gos) { Item i = go.GetComponent<Item> (); if (i == null) i = go.AddComponent<Item> (); items.Add (i); } }
void OnDestroy () { singleton = null; }
void Awake () { singleton = this; remainingHouses = 32; }