public ActionResult Edit([Bind(Include = "ID_LEVEL1,NAME_LEVEL1")] LEVEL1 lEVEL1) { if (ModelState.IsValid) { db.Entry(lEVEL1).State = EntityState.Modified; var list = db.LEVEL4.Where(c => c.LEVEL3.LEVEL2.LEVEL1.ID_LEVEL1 == lEVEL1.ID_LEVEL1); foreach (var item in list) { LEVEL4 level4aux = db.LEVEL4.Find(item.ID_LEVEL4); LEVEL2 level2aux = db.LEVEL2.Find(item.LEVEL3.ID_LEVEL2); LEVEL1 level1aux = db.LEVEL1.Find(level2aux.ID_LEVEL1); level4aux.TAG = level2aux.LEVEL1.NAME_LEVEL1 + " " + level2aux.NAME_LEVEL2 + " " + level4aux.LEVEL3.NAME_LEVEL3 + " " + level4aux.NAME_LEVEL4; db.Entry(level4aux).State = EntityState.Modified; } db.SaveChanges(); if (!Ordenador.GenerarMenuDinamico()) { return(View("ErrorPage")); } return(RedirectToAction("Index")); } return(View(lEVEL1)); }
public ActionResult DeleteAll(decimal id) { LEVEL1 lEVEL1 = db.LEVEL1.Find(id); var lEVEL2 = db.LEVEL2.Where(c => c.LEVEL1.ID_LEVEL1 == lEVEL1.ID_LEVEL1); List <LEVEL2> recorrido = lEVEL2.ToList(); foreach (var item in recorrido) { var lEVEL3 = db.LEVEL3.Where(c => c.LEVEL2.ID_LEVEL2 == item.ID_LEVEL2); List <LEVEL3> recorridoLevel3 = lEVEL3.ToList(); foreach (var itemLevel3 in recorridoLevel3) { var lEVEL4 = db.LEVEL4.Where(c => c.LEVEL3.ID_LEVEL3 == itemLevel3.ID_LEVEL3); List <LEVEL4> recorridoLevel4 = lEVEL4.ToList(); foreach (var itemLevel4 in recorridoLevel4) { db.LEVEL4.Remove(itemLevel4); } db.SaveChanges(); db.LEVEL3.Remove(itemLevel3); } db.SaveChanges(); db.LEVEL2.Remove(item); } db.SaveChanges(); db.LEVEL1.Remove(lEVEL1); db.SaveChanges(); Ordenador.OrdenarLevel(); if (!Ordenador.GenerarMenuDinamico()) { return(View("ErrorPage")); } return(RedirectToAction("Index")); }
// GET: LEVEL1/Edit/5 public ActionResult Edit(decimal id) { if (id == null) { return(new HttpStatusCodeResult(HttpStatusCode.BadRequest)); } LEVEL1 lEVEL1 = db.LEVEL1.Find(id); if (lEVEL1 == null) { return(HttpNotFound()); } return(View(lEVEL1)); }
public ActionResult Create([Bind(Include = "ID_LEVEL1,NAME_LEVEL1")] LEVEL1 lEVEL1) { lEVEL1.ID_LEVEL1 = db.LEVEL1.Count() + 1; if (ModelState.IsValid) { db.LEVEL1.Add(lEVEL1); db.SaveChanges(); if (!Ordenador.GenerarMenuDinamico()) { return(View("ErrorPage")); } return(RedirectToAction("Index")); } return(View(lEVEL1)); }
public ActionResult DeleteConfirmed(decimal id) { LEVEL1 lEVEL1 = db.LEVEL1.Find(id); db.LEVEL1.Remove(lEVEL1); try { db.SaveChanges(); } catch (Exception) { var lEVEL2 = db.LEVEL2.Include(l => l.LEVEL1).Where(c => c.LEVEL1.ID_LEVEL1 == lEVEL1.ID_LEVEL1); //return View( lEVEL4.ToListAsync()); ViewBag.Level1 = lEVEL1; return(View("Level2PorBorrar", lEVEL2.ToList())); } //db.Database.ExecuteSqlCommand("BEGIN LLENAR_MENU; END; "); Ordenador.OrdenarLevel(); if (!Ordenador.GenerarMenuDinamico()) { return(View("ErrorPage")); } return(RedirectToAction("Index")); }
// Use this for initialization void Start() { level1 = level1.GetComponent <LEVEL1>(); level2 = level2.GetComponent <LEVEL2>(); }
private void Clock_Tick(object sender, EventArgs e) { HEALTH.Text = player1.currhp.ToString(); //repaint(1st) OnPaint(new PaintEventArgs(windowsGraphics, new Rectangle(0, 0, this.Width, this.Height)));; if (pause == true) { pausecounter -= Clock.Interval / 1000f; if (pausecounter < 0) { pause = false; levelintro = false; LEVEL1.Hide(); } else { return; } } player1.update(Clock.Interval / 1000f); //update & delete enemies viewoffset.X = (int)player1.getx() - this.Width / 2; viewoffset.Y = (int)player1.gety() - this.Height / 2; List <enemy> tempenemies = new List <enemy>(); foreach (enemy b in enemylist) { b.update(Clock.Interval / 1000f); if (b.isdead() == false) { tempenemies.Add(b); } } enemylist = tempenemies; // update and delete bullets List <Bullets> tempbullets = new List <Bullets>(); foreach (Bullets b in bulletlist) { b.update(Clock.Interval / 1000f); if (b.isdead() == false) { tempbullets.Add(b); } } bulletlist = tempbullets; List <superball> superball = new List <superball>(); foreach (superball b in superballlist) { if (b.isdead() == false) { superball.Add(b); } } superballlist = superball; //update powerups List <powerup> temppowerups = new List <powerup>(); foreach (powerup b in poweruplist) { b.update(Clock.Interval / 1000f); if (b.isdead() == false) { temppowerups.Add(b); } } poweruplist = temppowerups; if (enemylist.Count == 0 && gameover == false) { nextlevel(); } checkcollision(Clock.Interval / 1000f); }