예제 #1
0
        public void Interiors_AreEqual()
        {
            // Arrange
            var interior1 = new Interior();
            var interior2 = new Interior();

            // Act
            var areEqual = interior1 == interior2;

            // Assert
            areEqual.Should().BeTrue();
        }
예제 #2
0
 public InteriorDTO ConvertToInteriorDTO(Interior interior)
 {
     return(new InteriorDTO
     {
         Id = interior.Id,
         Name = interior.Name,
         Colour = interior.Colour,
         Material = interior.Material,
         Price = interior.Price,
         Producer = interior.Producer
     });
 }
예제 #3
0
        public Interior doGetInteriorInfo(string interiorCode)
        {
            IDictionary <string, string> interiorDic = ProductCache.GetInteriorDic();
            Interior interior = null;

            if (interiorDic.ContainsKey(interiorCode))
            {
                interior = new Interior();
                interior.InteriorCode = interiorCode;
                interior.InteriorName = interiorDic[interiorCode];
            }
            return(interior);
        }
예제 #4
0
        public InteriorDTO ConvertTOInteriorDTO(Interior interior)
        {
            InteriorDTO interiorDTO = new InteriorDTO()
            {
                Id       = interior.Id,
                Name     = interior.Name,
                Colour   = interior.Colour,
                Material = interior.Material,
                Price    = interior.Price,
                Producer = interior.Producer
            };

            return(interiorDTO);
        }
예제 #5
0
 public void UnplaceFromArray(Interior interior)                                                                                                       // 배열에서 인테리어 빼기
 {
     for (int x = (int)(interior.transform.position.x - interior.placeRangeX); x <= interior.transform.position.x + interior.placeRangeX; x++)         // 가구가 차지하는 X범위 만큼
     {
         for (int y = (int)(interior.transform.position.y - interior.placeRangeY); y <= interior.transform.position.y + interior.placeRangeY; y++)     // 가구가 차지하는 Y범위 만큼
         {
             for (int z = (int)(interior.transform.position.z - interior.placeRangeZ); z <= interior.transform.position.z + interior.placeRangeZ; z++) // 가구가 차지하는 Z범위 만큼
             {
                 interiorArray[x, y, z] = null;                                                                                                        // 배열에서 해당 인테리어를 빼기
             }
         }
     }
     placedInteriors.Remove(interior); // 설치된 인테리어 리스트에서 해당 인테리어 빼기
 }
예제 #6
0
    public Carro(string path,Interior interior)
    {
        car=load3ds(path);
        car.ComputeNormals();
        colores=new color_typeF[]{new color_typeF(0.5f,1.0f,0f),new color_typeF(1f,1f,0.4f),new color_typeF(1f,0.5f,1f),new color_typeF(0.5f,0.5f,1f),new color_typeF(0.7f,0f,0f)};
        InitMyMaterial();
        inter=interior;
        actList=new ArrayList();

        //	this.actList.Add("capo");
        //	this.actList.Add("maletero");

        this.Recompile();
    }
예제 #7
0
 public void PlaceAtArray(Interior interior)                                                                                                           // 배열에 인테리어 넣기
 {
     for (int x = (int)(interior.transform.position.x - interior.placeRangeX); x <= interior.transform.position.x + interior.placeRangeX; x++)         // 가구가 차지하는 X범위 만큼
     {
         for (int y = (int)(interior.transform.position.y - interior.placeRangeY); y <= interior.transform.position.y + interior.placeRangeY; y++)     // 가구가 차지하는 Y범위 만큼
         {
             for (int z = (int)(interior.transform.position.z - interior.placeRangeZ); z <= interior.transform.position.z + interior.placeRangeZ; z++) // 가구가 차지하는 Z범위 만큼
             {
                 interiorArray[x, y, z] = interior;                                                                                                    // 배열에 해당 인테리어를 넣기
             }
         }
     }
     placedInteriors.Add(interior); // 설치된 인테리어 리스트에 해당 인테리어 넣기
 }
예제 #8
0
        public static bool IsHitableBlockHitted(Rect hitboxBounds, string interiorID = null)
        {
            ThreadingUtils.assertMainThread();

            if (interiorID == Interior.Outside)
            {
                // Check if blocks are of type blocking
                Point topLeft     = GeometryUtils.GetChunkPosition(hitboxBounds.Left, hitboxBounds.Top, WorldGrid.BlockSize.X, WorldGrid.BlockSize.Y);
                Point bottomRight = GeometryUtils.GetChunkPosition(hitboxBounds.Right, hitboxBounds.Bottom, WorldGrid.BlockSize.X, WorldGrid.BlockSize.Y);

                for (int blockX = topLeft.X; blockX <= bottomRight.X; blockX++)
                {
                    for (int blockY = topLeft.Y; blockY <= bottomRight.Y; blockY++)
                    {
                        Point          chunkPos       = GeometryUtils.GetChunkPosition(blockX, blockY, WorldGrid.WorldChunkBlockSize.X, WorldGrid.WorldChunkBlockSize.Y);
                        WorldGridChunk worldGridChunk = SimulationGame.World.GetFromChunkPoint(chunkPos.X, chunkPos.Y);

                        int blockType = worldGridChunk.GetBlockType(blockX, blockY);

                        if (IsBlockHitable(blockType))
                        {
                            return(true);
                        }
                    }
                }
            }
            else
            {
                Interior interior = SimulationGame.World.InteriorManager.Get(interiorID);

                // Check if blocks are of type blocking
                Point topLeft     = GeometryUtils.GetChunkPosition(hitboxBounds.Left, hitboxBounds.Top, WorldGrid.BlockSize.X, WorldGrid.BlockSize.Y);
                Point bottomRight = GeometryUtils.GetChunkPosition(hitboxBounds.Right, hitboxBounds.Bottom, WorldGrid.BlockSize.X, WorldGrid.BlockSize.Y);

                for (int blockX = topLeft.X; blockX <= bottomRight.X; blockX++)
                {
                    for (int blockY = topLeft.Y; blockY <= bottomRight.Y; blockY++)
                    {
                        int blockType = interior.GetBlockType(blockX, blockY);

                        if (IsBlockHitable(blockType))
                        {
                            return(true);
                        }
                    }
                }
            }

            return(false);
        }
        // GET: Interior/Delete/5
        public ActionResult Delete(int?id)
        {
            if (id == null)
            {
                return(new HttpStatusCodeResult(HttpStatusCode.BadRequest));
            }
            Interior interior = db.Interior.Find(id);

            if (interior == null)
            {
                return(HttpNotFound());
            }
            return(View(interior));
        }
예제 #10
0
        public Interior ConvertTOInterior(InteriorUI interiorUI)
        {
            Interior interior = new Interior()
            {
                Id       = interiorUI.Id,
                Name     = interiorUI.Name,
                Colour   = interiorUI.Colour,
                Material = interiorUI.Material,
                Price    = interiorUI.Price,
                Producer = interiorUI.Producer
            };

            return(interior);
        }
예제 #11
0
        public void ExportCSX(Interior interior, TextWriter w)
        {
            this.interior = interior;

            var docnodes = WriteCSXHeaderAndFooter();

            for (int i = 0; i < interior.convexHulls.Count; i++)
            {
                ConvexHull hull = interior.convexHulls[i];
                WriteBrush(docnodes.brushes, hull);
            }

            docnodes.document.Save(w);
        }
예제 #12
0
    public static string GetSurroundingTileDescription(TileGroup surroundingTile)
    {
        Phrase.orientations = surroundingTile.orientations;


        // same tile
        if (Tile.GetCurrent.tileItem.SameTypeAs(surroundingTile.tile.tileItem))
        {
            if (Tile.GetCurrent.tileItem.stackable)
            {
                // tu es dans une forêt, la forêt continue
                return(Phrase.GetPhrase("surroundingTile_continue", surroundingTile.tile.tileItem));
            }
            else
            {
                // tu es près d'une maison, tu vois une maison que tu connais pas
                return(Phrase.GetPhrase("surroundingTile_discover", surroundingTile.tile.tileItem));
            }
        }

        // new tile
        if (Interior.InsideInterior())
        {
            // tu es dans la cuisine, et tu vois LE couloir ( dans un intérieur, les articles définis ont plus de sens )
            if (surroundingTile.tile.tileItem.stackable)
            {
                // tu es dans une forêt, la forêt continue
                return(Phrase.GetPhrase("surroundingTile_continue", surroundingTile.tile.tileItem));
            }
            else
            {
                // tu es près d'une maison, tu vois une maison que tu connais pas
                return(Phrase.GetPhrase("surroundingTile_visited", surroundingTile.tile.tileItem));
            }
        }
        else
        {
            // ici
            if (surroundingTile.tile.visited)
            {
                // tu vois es près d'une maison
                return(Phrase.GetPhrase("surroundingTile_visited", surroundingTile.tile.tileItem));
            }
            else
            {
                return(Phrase.GetPhrase("surroundingTile_discover", surroundingTile.tile.tileItem));
            }
        }
    }
예제 #13
0
    public Carro(string path, Interior interior)
    {
        car = load3ds(path);
        car.ComputeNormals();
        colores = new color_typeF[] { new color_typeF(0.5f, 1.0f, 0f), new color_typeF(1f, 1f, 0.4f), new color_typeF(1f, 0.5f, 1f), new color_typeF(0.5f, 0.5f, 1f), new color_typeF(0.7f, 0f, 0f) };
        InitMyMaterial();
        inter   = interior;
        actList = new ArrayList();

        //	this.actList.Add("capo");
        //	this.actList.Add("maletero");


        this.Recompile();
    }
예제 #14
0
        public override void FromXmlNode(XmlNode node)
        {
            this.ID   = XmlHelper.GetAttributeText(node, "ID");
            this.Name = XmlHelper.GetAttributeText(node, "Name");

            XmlNode alignmentNode = node.SelectSingleNode("ss:Alignment", Namespaces.GetNamespaceManager());

            if (alignmentNode != null)
            {
                Alignment.FromXmlNode(alignmentNode);
            }

            XmlNode bordersNode = node.SelectSingleNode("ss:Borders", Namespaces.GetNamespaceManager());

            if (bordersNode != null)
            {
                Borders.FromXmlNode(bordersNode);
            }

            XmlNode fontNode = node.SelectSingleNode("ss:Font", Namespaces.GetNamespaceManager());

            if (fontNode != null)
            {
                Font.FromXmlNode(fontNode);
            }

            XmlNode interiorNode = node.SelectSingleNode("ss:Interior", Namespaces.GetNamespaceManager());

            if (interiorNode != null)
            {
                Interior.FromXmlNode(interiorNode);
            }

            XmlNode numberFormatNode = node.SelectSingleNode("ss:NumberFormat", Namespaces.GetNamespaceManager());

            if (numberFormatNode != null)
            {
                NumberFormat.FromXmlNode(numberFormatNode);
            }

            XmlNode protectionNode = node.SelectSingleNode("ss:Protection", Namespaces.GetNamespaceManager());

            if (protectionNode != null)
            {
                Protection.FromXmlNode(protectionNode);
            }
        }
예제 #15
0
    public void PickObject()                                                                                                                                              // 오브젝트 잡기
    {
        PickedObject = InteriorArrayManager.instance.interiorArray[(int)Cursor.transform.position.x, (int)Cursor.transform.position.y, (int)Cursor.transform.position.z]; // 커서 위치의 오브젝트 선택

        InteriorArrayManager.instance.UnplaceFromArray(PickedObject);                                                                                                     // 배열에서 해당 오브젝트 빼기

        Cursor.transform.position   = PickedObject.transform.position;                                                                                                    // 커서를 오브젝트 중앙으로 이동
        Cursor.transform.localScale = new Vector3(PickedObject.sizeX + 0.01f, PickedObject.sizeY + 0.01f, PickedObject.sizeZ + 0.01f);                                    // 커서 크기를 오브젝트 크기에 맞게 설정

        if (PickedObject.GetComponentInChildren <Collider>())
        {
            foreach (Collider i in PickedObject.GetComponentsInChildren <Collider>())
            {
                i.enabled = false; // Collider 비활성화
            }
        }
    }
예제 #16
0
    private void interact(Collider2D other)
    {
        //use tag instead of check for null, get rid of getcomponent call, make tags for all these
        switch (other.gameObject.name)
        {
        case "PlayerExit":
            player.gameState.NodeTransition(player.nodeID);                     //call before changing player's current nodeId
            return;

        case "BuildingEntrance":
            Building building = other.transform.parent.GetComponent <Building>();
            World.activeBuilding.SetActive(true);
            World.nodes[player.nodeID].SetActive(false);
            player.gameState.GetHero().gameObject.SetActive(false);
            building.Load(player);
            return;

        case "BuildingExit":
            Interior interior = other.transform.parent.GetComponent <Interior>();
            interior.building.Store(player);
            World.nodes[player.nodeID].SetActive(true);
            World.activeBuilding.SetActive(false);
            player.gameState.GetHero().gameObject.SetActive(true);
            return;

        default:
            break;
        }
        Container container = other.gameObject.GetComponent <Container>();

        if (container != null)
        {
            if (!container.isEmpty)
            {
                container.Search();
            }
            else
            {
                Debug.Log("Container is empty!");
            }
        }
        else
        {
            Debug.Log(other.gameObject.name + " is not a container");
        }
    }
예제 #17
0
        public ActionResult Transcripts(List <InteriorModel> interiorlist)
        {
            Interior It = new Interior();
            int      i  = 0;

            foreach (var item in interiorlist)
            {
                It.Id       = i;
                It.unit     = item.unit;
                It.telephon = item.telephon;
                It.fax      = item.fax;
                It.address  = item.address;
                It.website  = item.website;

                using (var context = new InteriorEntitiee())
                {
                    int count = context.Interiors.Where(x => x.unit == item.unit).Count();

                    if (count > 0)
                    {
                        Interior obj = context.Interiors.Single(x => x.unit == It.unit);
                        context.Entry(obj).State = EntityState.Deleted;
                        context.SaveChanges();
                    }

                    context.Interiors.Add(It);


                    try
                    {
                        context.SaveChanges();
                    }
                    catch (DbEntityValidationException ex)
                    {
                        //丟出ex內容
                        var validationErrors = ex.EntityValidationErrors.SelectMany(x => x.ValidationErrors).Select(x => x.ErrorMessage);
                        var errMsgs          = string.Join("; ", validationErrors);
                        var msg = errMsgs.ToString();
                    }
                }
                i++;
            }

            return(View(interiorlist));
        }
예제 #18
0
        public static bool IsBlockHitable(int blockX, int blockY, string interiorID)
        {
            if (interiorID == Interior.Outside)
            {
                Point          chunkPos       = GeometryUtils.GetChunkPosition(blockX, blockY, WorldGrid.WorldChunkBlockSize.X, WorldGrid.WorldChunkBlockSize.Y);
                WorldGridChunk worldGridChunk = SimulationGame.World.GetFromChunkPoint(chunkPos.X, chunkPos.Y);
                int            blockType      = worldGridChunk.GetBlockType(blockX, blockY);

                return(IsBlockHitable(blockType));
            }
            else
            {
                Interior interior  = SimulationGame.World.InteriorManager.Get(interiorID);
                int      blockType = interior.GetBlockType(blockX, blockY);

                return(IsBlockHitable(blockType));
            }
        }
예제 #19
0
        public IActionResult Post([FromBody] Interior entity)
        {
            if (!ModelState.IsValid)
            {
                return(BadRequest(ModelState));
            }

            if (entity.DefinitionID == 0)
            {
                ModelState.AddModelError <Interior>(e => e.Definition, "Could not determine type of interior, please specify the type.");
                return(BadRequest(ModelState));
            }

            entity.ID = 0;
            _context.Add(entity);
            _context.SaveChanges();
            return(Created(entity));
        }
예제 #20
0
        public static void EraseInterior(Interior interior)
        {
            var chunkPathPersistent = Path.Combine(Util.Util.GetInteriorSavePath(), persistentIdentifier + interior.ID);
            var chunkPath           = Path.Combine(Util.Util.GetInteriorSavePath(), interior.ID);

            fileLocks.Enter(chunkPath);

            try
            {
                var savePath = interior.IsPersistent ? chunkPathPersistent : chunkPath;

                File.Delete(savePath);
            }
            finally
            {
                fileLocks.Exit(chunkPath);
            }
        }
예제 #21
0
        /// <summary>
        /// Laduje drzwi interiorów z bazy danych do pamięci.
        /// </summary>
        public static void LoadInteriorsDoors()
        {
            double startTime = Global.GetTimestampMs();

            using (Database.Database db = new Database.Database())
            {
                List <InteriorDoor> doors = db.InteriorDoors.ToList();
                foreach (InteriorDoor entry in doors)
                {
                    Interior interiorData = GetInteriorData(entry.ParentId);
                    if (interiorData == null)
                    {
                        db.InteriorDoors.Remove(entry);
                        continue;
                    }

                    entry.MarkerOut = NAPI.Marker.CreateMarker(20, new Vector3(entry.OutX, entry.OutY, entry.OutZ + 1),
                                                               new Vector3(), new Vector3(), 0.5f, new Color(255, 255, 255, 255), true, (uint)entry.OutDim);
                    entry.MarkerOut.Transparency = 255;

                    if ((int)Math.Floor(entry.InX) != 0)
                    {
                        entry.MarkerIn = NAPI.Marker.CreateMarker(20, new Vector3(entry.InX, entry.InY, entry.InZ + 1),
                                                                  new Vector3(), new Vector3(), 0.5f, new Color(255, 255, 255, 255), true,
                                                                  (uint)entry.InDim);
                        entry.MarkerIn.Transparency = 255;
                    }

                    if (entry.Blip > 0)
                    {
                        entry.BlipHandle = NAPI.Blip.CreateBlip(entry.Blip,
                                                                new Vector3(entry.OutX, entry.OutY, entry.OutZ),
                                                                1.0f, 3, entry.Name, 255, 999999.0f, true, 0,
                                                                (uint)entry.OutDim);
                    }

                    InteriorDoorsList.Add(entry.Id, entry);
                }

                Log.ConsoleLog("INTERIORS-DOORS",
                               $"Załadowano drzwi interiorów ({InteriorDoorsList.Count}) | " +
                               $"{Global.GetTimestampMs() - startTime}ms");
            }
        }
예제 #22
0
        void SetBuilding()
        {
            foreach (Building building in ownBuildings)
            {
                DataManager.Instance.CurrentPlayerData.buildings.Find(a => a.id == building.id).setup = false;
                BackendManager.Instance.UpdateTownConstructed(BackendManager.Instance.GetInDate("town"), building.id, building.setup);
            }
            foreach (Interior interior in ownInteriors)
            {
                DataManager.Instance.CurrentPlayerData.interiors.Find(a => a.id == interior.id).setup = false;
                BackendManager.Instance.UpdateTownConstructed(BackendManager.Instance.GetInDate("town"), interior.id, interior.setup);
            }

            foreach (GameObject obj in setupBuildings)
            {
                if (obj.name.StartsWith("1"))
                {
                    Building building = DataManager.Instance.CurrentPlayerData.buildings.Find(a => a.id == int.Parse(obj.name.Substring(0, obj.name.Length - 7)));
                    building.flip     = obj.GetComponent <SpriteRenderer>().flipX;
                    building.position = obj.transform.position.x;
                    building.setup    = true;

                    BackendManager.Instance.UpdateTownFlipped(BackendManager.Instance.GetInDate("town"), building.id, building.flip);
                    BackendManager.Instance.UpdateTownPosition(BackendManager.Instance.GetInDate("town"), building.id, building.position);
                    BackendManager.Instance.UpdateTownConstructed(BackendManager.Instance.GetInDate("town"), building.id, building.setup);
                }
                else if (obj.name.StartsWith("2"))
                {
                    Interior interior = DataManager.Instance.CurrentPlayerData.interiors.Find(a => a.id == int.Parse(obj.name.Substring(0, obj.name.Length - 7)));
                    interior.flip     = obj.GetComponent <SpriteRenderer>().flipX;
                    interior.position = obj.transform.position.x;
                    interior.setup    = true;

                    BackendManager.Instance.UpdateTownFlipped(BackendManager.Instance.GetInDate("town"), interior.id, interior.flip);
                    BackendManager.Instance.UpdateTownPosition(BackendManager.Instance.GetInDate("town"), interior.id, interior.position);
                    BackendManager.Instance.UpdateTownConstructed(BackendManager.Instance.GetInDate("town"), interior.id, interior.setup);
                }
            }

            DataManager.Instance.CurrentPlayerData.setupBuildilngs = setupBuildings;

            GameManager.Instance.SetFloor();
        }
        void SetBuilding()
        {
            foreach (Building building in ownBuildings)
            {
                DataManager.Instance.CurrentPlayerData.buildings.Find(a => a.id == building.id).setup = false;
                WebSocketManager.Instance.SendUpdateBuilding("", DataManager.Instance.CurrentPlayerData.player_id, building.id.ToString(), building.buildingName,
                                                             building.buildingLevel, building.position, building.setup, building.flip, building.upgrading, building.UpgradeEndTime);
            }
            foreach (Interior interior in ownInteriors)
            {
                DataManager.Instance.CurrentPlayerData.interiors.Find(a => a.id == interior.id).setup = false;
                WebSocketManager.Instance.SendUpdateInterior("", DataManager.Instance.CurrentPlayerData.player_id, interior.id.ToString(),
                                                             interior.interiorName, interior.position, interior.setup, interior.flip);
            }

            foreach (GameObject obj in setupBuildings)
            {
                if (obj.name.StartsWith("1"))
                {
                    Building building = DataManager.Instance.CurrentPlayerData.buildings.Find(a => a.id == int.Parse(obj.name.Substring(0, obj.name.Length - 7)));
                    building.flip     = obj.GetComponent <SpriteRenderer>().flipX;
                    building.position = obj.transform.position.x;
                    building.setup    = true;

                    WebSocketManager.Instance.SendUpdateBuilding("", DataManager.Instance.CurrentPlayerData.player_id, building.id.ToString(), building.buildingName,
                                                                 building.buildingLevel, building.position, building.setup, building.flip, building.upgrading, building.UpgradeEndTime);
                }
                else if (obj.name.StartsWith("2"))
                {
                    Interior interior = DataManager.Instance.CurrentPlayerData.interiors.Find(a => a.id == int.Parse(obj.name.Substring(0, obj.name.Length - 7)));
                    interior.flip     = obj.GetComponent <SpriteRenderer>().flipX;
                    interior.position = obj.transform.position.x;
                    interior.setup    = true;

                    WebSocketManager.Instance.SendUpdateInterior("", DataManager.Instance.CurrentPlayerData.player_id, interior.id.ToString(),
                                                                 interior.interiorName, interior.position, interior.setup, interior.flip);
                }
            }

            DataManager.Instance.CurrentPlayerData.setupBuildilngs = setupBuildings;

            GameManager.Instance.SetFloor();
        }
예제 #24
0
        /// <summary>
        /// Zwraca listę drzwi przypisanych do danego interioru. Jeśli nie znalazło żadnych drzwi zwraca false
        /// </summary>
        /// <param name="interiorData"></param>
        /// <returns></returns>
        public static IEnumerable <InteriorDoor> GetInteriorDoors(Interior interiorData)
        {
            if (interiorData == null)
            {
                return(null);
            }

            List <InteriorDoor> output = new List <InteriorDoor>();

            foreach (KeyValuePair <int, InteriorDoor> entry in InteriorDoorsList)
            {
                if (entry.Value.ParentId == interiorData.Id)
                {
                    output.Add(entry.Value);
                }
            }

            return(output.Count == 0 ? null : output);
        }
예제 #25
0
    public void RemoveObject()                                                                                                                                            // 오브젝트 삭제
    {
        PickedObject = InteriorArrayManager.instance.interiorArray[(int)Cursor.transform.position.x, (int)Cursor.transform.position.y, (int)Cursor.transform.position.z]; // 커서 위치의 오브젝트 선택

        for (int x = (int)(PickedObject.transform.position.x - PickedObject.placeRangeX); x <= PickedObject.transform.position.x + PickedObject.placeRangeX; x++)         // 가구가 차지하는 X범위 만큼
        {
            for (int y = (int)(PickedObject.transform.position.y - PickedObject.placeRangeY); y <= PickedObject.transform.position.y + PickedObject.placeRangeY; y++)     // 가구가 차지하는 Y범위 만큼
            {
                for (int z = (int)(PickedObject.transform.position.z - PickedObject.placeRangeZ); z <= PickedObject.transform.position.z + PickedObject.placeRangeZ; z++) // 가구가 차지하는 Z범위 만큼
                {
                    InteriorArrayManager.instance.interiorArray[x, y, z] = null;                                                                                          // 3차원 배열에서 커서 위치의 오브젝트를 제거
                }
            }
        }

        InteriorArrayManager.instance.UnplaceFromArray(PickedObject); // 배열에 해당 오브젝트 넣기 // 3차원 배열에서 커서 위치의 오브젝트를 제거
        PickedObject.gameObject.SetActive(false);                     // 선택한 오브젝트 삭제
        PickedObject = null;                                          // 선택된 오브젝트 없음
    }
예제 #26
0
 public void InteriorSet()
 {
     if (!this.masterMake)
     {
         this.backNo = this.save.ValList[13];
         this.back   = BackgroundBase.BackMake(this.backNo);
         for (int index = 0; index < this.Events.Count; ++index)
         {
             if (this.Events[index].ID.Contains("InteriorItem"))
             {
                 this.masterList.Add(this.Events[index]);
             }
         }
         this.masterMake = true;
     }
     this.Events.RemoveAll(i => i.ID.Contains("InteriorItem"));
     foreach (Interior interior in this.save.interiors)
     {
         Interior i = interior;
         if (i.set)
         {
             MapEventBase     mapEventBase1 = this.masterList.Find(iv => iv.ID.Contains($"InteriorItem{i.number + 1}"));
             MapEventBase     mapEventBase2 = new MapEventBase(this.sound, this.parent, new Point(i.posiX, i.posiY), 0, MapCharacterBase.ANGLE.DOWN, this, mapEventBase1.ID, this.save, "");
             List <EventPage> eventPageList = new List <EventPage>();
             foreach (EventPage eventPage1 in mapEventBase1.eventPages)
             {
                 EventPage eventPage2 = eventPage1.Clone(mapEventBase2);
                 if (i.rebirth)
                 {
                     eventPage2.Rebirth();
                 }
                 eventPageList.Add(eventPage2);
             }
             EventPage[] array = eventPageList.ToArray();
             mapEventBase2.eventPages = array;
             foreach (EventPage eventPage in mapEventBase2.eventPages)
             {
                 eventPage.ParentSet(mapEventBase2);
             }
             this.Events.Add(mapEventBase2);
         }
     }
 }
예제 #27
0
 void GoOut()
 {
     if (Interior.GetCurrent != null)
     {
         if (Player.Instance.coords == Coords.Zero)
         {
             Interior.Get(coords).ExitByDoor();
         }
         else
         {
             Move(Player.Orientation.Back);
             //DisplayFeedback.Instance.Display("Vous n'êtes pas près de l'entrée");
         }
     }
     else
     {
         Move(Player.Orientation.Back);
     }
 }
예제 #28
0
파일: TeePee.cs 프로젝트: ede0m/GustoGame
        public TeePee(TeamType team, string region, Vector2 location, ContentManager content, GraphicsDevice graphics) : base(team, content, graphics)
        {
            string objKey = "teePee";

            //MapModelMovementVectorValues();
            Texture2D texture   = content.Load <Texture2D>("TeePee");
            Texture2D textureBB = null;

            if (Gusto.GameOptions.ShowBoundingBox)
            {
                textureBB = new Texture2D(graphics, texture.Width, texture.Height);
            }
            Asset asset = new Asset(texture, textureBB, 4, 1, 0.5f, objKey, region);

            // inventory
            List <Sprite> interiorObjs = null;

            if (team != TeamType.Player)
            {
                List <Tuple <string, int> > itemDrops = RandomEvents.RandomNPDrops(objKey, 5);
                interiorObjs = ItemUtility.CreateInteriorItems(itemDrops, team, region, location, content, graphics);
            }

            structureInterior = new Interior("teePee", this, content, graphics);

            // set the random drops as interior objects
            if (interiorObjs != null)
            {
                foreach (var obj in interiorObjs)
                {
                    structureInterior.interiorObjects.Add(obj);

                    // need to do this for containers so they drop items within ship
                    if (obj is IContainer)
                    {
                        Container c = (Container)obj;
                        c.inInteriorId = structureInterior.interiorId;
                    }
                }
            }

            SetSpriteAsset(asset, location);
        }
예제 #29
0
        public static void prettifyExcel(Worksheet worksheet, IExcelUtil excelUtilObj)
        {
            var  range      = worksheet.UsedRange;
            long lastColumn = excelUtilObj.getColumnCount(row: 1, ws: worksheet);

            #region gottaBuildThatWall
            range.Borders[XlBordersIndex.xlEdgeLeft].LineStyle = XlLineStyle.xlContinuous;
            range.Borders[XlBordersIndex.xlEdgeLeft].Weight    = XlBorderWeight.xlThin;

            range.Borders[XlBordersIndex.xlEdgeRight].LineStyle = XlLineStyle.xlContinuous;
            range.Borders[XlBordersIndex.xlEdgeRight].Weight    = XlBorderWeight.xlThin;

            range.Borders[XlBordersIndex.xlEdgeBottom].LineStyle = XlLineStyle.xlContinuous;
            range.Borders[XlBordersIndex.xlEdgeBottom].Weight    = XlBorderWeight.xlThin;

            range.Borders[XlBordersIndex.xlEdgeTop].LineStyle = XlLineStyle.xlContinuous;
            range.Borders[XlBordersIndex.xlEdgeTop].Weight    = XlBorderWeight.xlThin;

            range.Borders[XlBordersIndex.xlInsideVertical].LineStyle = XlLineStyle.xlContinuous;
            range.Borders[XlBordersIndex.xlInsideVertical].Weight    = XlBorderWeight.xlThin;

            range.Borders[XlBordersIndex.xlInsideHorizontal].LineStyle = XlLineStyle.xlContinuous;
            range.Borders[XlBordersIndex.xlInsideHorizontal].Weight    = XlBorderWeight.xlThin;
            #endregion


            //this is full of workarounds due to excel interop bugs like object not set
            Range firstRow = worksheet.Range[worksheet.Cells[1, 1], worksheet.Cells[1, lastColumn]];

            if (firstRow is null)
            {
                firstRow = worksheet.Range[worksheet.Cells[1, 1], worksheet.Cells[1, lastColumn]];
            }

            Interior firstRowInterior = firstRow.Interior;

            object firstRowColorIndex = firstRowInterior.ColorIndex;

            firstRowColorIndex = 34;

            range.Columns.AutoFit();
        }
예제 #30
0
        protected override void Seed(Dealer context) // створення дефолтних класів з просеченими полями
        {
            User user = new User()
            {
                Login = "******", Password = "******", Ballance = 100000
            };

            context.Users.Add(user);

            Engine engine = new Engine {
                Cylinders = 6, HP = 218, Liters = 3, Name = "M57TU", Price = 2000, Producer = "BMW", Torque = 500, Type = "Diesel"
            };

            context.BaseClasses.Add(engine);

            Gearbox gearbox = new Gearbox {
                Name = "6HP26", Price = 1000, Producer = "ZF", Quantity = 6, Type = "Automatic"
            };

            context.BaseClasses.Add(gearbox);

            Interior interior = new Interior {
                Colour = "Black", Material = "Leather", Price = 1500, Producer = "BMW", Name = ""
            };

            context.BaseClasses.Add(interior);

            Exterior exterior = new Exterior {
                Colour = "Black", Name = "", Price = 1000, Producer = "BMW", TypeOfPaint = "Glossy"
            };

            context.BaseClasses.Add(exterior);

            Car car = new Car {
                Engine = engine, Exterior = exterior, Interior = interior, Name = "BMW X5", Price = 5000, Gearbox = gearbox, Status = "Not sold"
            };

            context.Cars.Add(car);

            context.SaveChanges();
        }
예제 #31
0
    public void Enter()
    {
        TileSet.map.playerCoords = Player.Instance.coords;

        GetCurrent = this;

        if (tileSet == null)
        {
            Genererate();
        }

        TileSet.SetCurrent(tileSet);

        MapTexture.Instance.UpdateInteriorMap();

        Player.Instance.coords = tileSet.Center;
        Player.Instance.Move(Direction.None);
        //DisplayDescription.Instance.UpdateDescription();

        TimeManager.GetInstance().ChangeMovesPerHour(4);
    }
예제 #32
0
 public void BuildInterior()
 {
     var interior = new Interior();
     AddHousePart(interior);
 }
예제 #33
0
 public static void FormatBackground(Interior interior, Color color)
 {
     interior.Pattern = Constants.xlSolid;
     interior.PatternColorIndex = Constants.xlAutomatic;
     interior.Color = XlColor(color);
     interior.TintAndShade = 0;
     interior.PatternTintAndShade = 0;
 }