public LevelRequest LoadLevel(string rLevelName) { var rLevelRequest = new LevelRequest(rLevelName); rLevelRequest.Start(LoadLevel_async(rLevelRequest)); return(rLevelRequest); }
public void CreateRequest_NewSkill()// Entro aca cada vez que subo de nivel { var req = new SkillInfo[0]; var current_level = database_levelbytype[CURRENT_TYPE][requestindex]; LevelRequest request; if (current_level.isFromRandom) { request = new LevelRequest( GetRandomArray(CURRENT_TYPE, current_level.max_from_this_branch, current_level.max_from_generics), requestindex, current_level.max_from_this_branch, current_level.max_from_generics); } else { request = new LevelRequest(current_level.Selection, requestindex, current_level.max_from_this_branch, current_level.max_from_generics); } level_requests.Enqueue(request); DebugRequest(); requestindex++; }
private async Task SaveLevelAsync(LevelRequest input) { bool checkExists = await WorkScope.GetAll <Level>().AnyAsync(x => x.Name == input.Name && x.Id != input.Id); if (checkExists) { throw new UserFriendlyException("Level đã tồn tại"); } if (input.Id.HasValue) { var level = await WorkScope.GetAll <Level>().FirstOrDefaultAsync(x => x.Id == input.Id); if (level == default) { throw new UserFriendlyException("Level không tồn tại"); } level.Name = input.Name; await WorkScope.UpdateAsync(level); } else { var level = new Level { Name = input.Name }; await WorkScope.InsertAsync(level); } }
public IEnumerator LoadLevel(LevelRequest rRequest) { yield return(SceneManager.LoadSceneAsync(rRequest.LevelName)); rRequest.Level = SceneManager.GetSceneByName(rRequest.LevelName); rRequest.SetResult(rRequest); }
public override Task <LevelReply> GetLevel(LevelRequest request, ServerCallContext context) { return(Task.FromResult(new LevelReply { Message = "Level " + new Random().Next(0, 100) })); }
public async Task <LevelRequest> LoadLevel(string rLevelName) { var rLevelRequest = new LevelRequest(rLevelName); await SceneManager.LoadSceneAsync(rLevelRequest.LevelName); rLevelRequest.Level = SceneManager.GetSceneByName(rLevelRequest.LevelName); return(rLevelRequest); }
private IEnumerator LoadLevel_async(LevelRequest rRequest) { yield return(SceneManager.LoadSceneAsync(rRequest.LevelName)); rRequest.Level = SceneManager.GetSceneByName(rRequest.LevelName); }
public async Task CreateLevelAsync(LevelRequest input) { await SaveLevelAsync(input); }
public IAsyncOperation <LevelRequest> LoadLevel(string rLevelName) { var rRequest = new LevelRequest(rLevelName); return(rRequest.Start(LoadLevel(rRequest))); }