protected string MakeRow(Produce produce)
        {
            var cells = new List<String>(13);

            if (produce.InSeasonForMonth(MarketDay.Month))
            {
                cells.Add(String.Format("<td class=\"{1}\">{0}</td>",
                    produce.Name, "inseason"));
            }
            else
            {
                cells.Add(String.Format("<td>{0}</td>", produce.Name));
            }

            for (int month = 1; month <= 12; month++)
            {
                string className = (MarketDay.Month == month) ? "current " : String.Empty;

                if (produce.InSeasonForMonth(month))
                {
                    cells.Add(String.Format("<td class=\"{0} available\" title=\"{1}\">&nbsp;</td>", className,
                        new DateTime(DateTime.Today.Year, month, 1).ToString("MMMM")));
                }
                else
                {
                    cells.Add(String.Format("<td class=\"{0}\">&nbsp;</td>", className));
                }
            }

            return String.Join(String.Empty, cells.ToArray());
        }
예제 #2
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        protected void Page_Load(object sender, EventArgs e)
        {
            //我这在后台模拟数据库数据 你看下
            List<Produce> listp = new List<Produce>();

            for (int i = 0; i < 6; i++)
            {
                Produce p = new Produce();

                p.Id = i + 1;
                p.Pname = "厂家" + i + 1;
                p.Paddress = "厂家地址" + i;
                p.PPersong = "张三" + i;
                listp.Add(p);
            }

            List<Goods> listgoods = new List<Goods>();
            for (int i = 0; i < 6; i++)
            {
                Goods g = new Goods();
                g.goodsdecription = "ddd" + i;
                g.goodsnum = "goods" + i;
                g.goodsname = "goods" + i + "2";
                g.Id = i + 1;
                //g.goodsPId = listp.Single(p => p.Id == 3).Paddress;
                listgoods.Add(g);
            }
            GridView1.DataSource = listgoods;
            GridView1.DataBind();

            int u = 1;
        }
예제 #3
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파일: Static.cs 프로젝트: chakrit/plumber
        public static Pipe String(string contentType, Produce<string> stringPipe)
        {
            return (c0, next) => stringPipe(c0, (ctx, str) =>
              {
            ctx.Response.ContentType = contentType;

            var sw = new StreamWriter(ctx.Response.Stream);
            sw.Write(str);
            sw.Close();

            next(ctx);
              });
        }
 /// Action generator
 /// @todo Implement lookup table or a design pattern for easier/automatic function generation
 public void actionGenerator( List<GameObject[]> combinations )
 {
     iThinkAction action;
     //printEverything(combinations);
     foreach ( GameObject[] matrix in combinations )
     {
       			switch ( schemaElements[0] )
         {
             case "get" :
                 action = new Get( "Get", matrix[0], matrix[1] );
                 tempActionList.Add(action);
                 break;
             case "buy" :
                 action = new Buy( "Buy", matrix[0], matrix[1], matrix[2] );
                 tempActionList.Add(action);
                 break;
             case "store" :
                 action = new Store( "Store", matrix[0], matrix[1]);
                 tempActionList.Add(action);
                 break;
             case "hunt" :
                 action = new Hunt( "Hunt", matrix[0], matrix[1], matrix[2], matrix[3]);
                 tempActionList.Add(action);
                 break;
             case "make" :
                 action = new Make( "Make", matrix[0], matrix[1], matrix[2]);
                 tempActionList.Add(action);
                 break;
             case "harvest" :
                 action = new Harvest( "Harvest", matrix[0], matrix[1], matrix[2]);
                 tempActionList.Add(action);
                 break;
             case "produce" :
                 action = new Produce( "Produce", matrix[0], matrix[1], matrix[2]);
                 tempActionList.Add(action);
                 break;
             case "craftSpell" :
                 action = new CraftSpell ("CraftSpell", matrix[0], matrix[1], matrix[2]);
                 tempActionList.Add(action);
                 break;
             case "craftSimpleWeapon" :
                 action = new CraftSimpleWeapon("CraftSimpleWeapon", matrix[0], matrix[1], matrix[2]);
                 tempActionList.Add(action);
                 break;
         }
     }
 }
예제 #5
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파일: Factory.cs 프로젝트: khoatle/game
 public void SwitchProductionItem()
 {
     produce = ((produce==Produce.powerpack)? produce = Produce.resource : produce = Produce.powerpack);
     //fulfill the task of opening a facility's control panel
     if (HydroBot.gameMode == GameMode.MainGame && PlayGameScene.currentLevel == 0 &&
         PlayGameScene.levelObjectiveState == 5 && produce == Produce.powerpack)
     {
         PlayGameScene.levelObjectiveState = 6;
         PlayGameScene.newLevelObjAvailable = true;
     }
     defaultChoice = produce;
 }
예제 #6
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파일: Factory.cs 프로젝트: khoatle/game
        public void LoadContent(Game game, Vector3 position, float orientation,ref SpriteFont font,ref Texture2D backgroundTexture, List<Texture2D> animationTextures)
        {
            Position = position;
            BoundingSphere = CalculateBoundingSphere();

            BoundingSphere scaledSphere;
            scaledSphere = BoundingSphere;
            scaledSphere.Radius *= GameConstants.FactoryBoundingSphereFactor;
            BoundingSphere =
                new BoundingSphere(scaledSphere.Center, scaledSphere.Radius);
            Vector3 tempCenter;
            tempCenter = BoundingSphere.Center;
            tempCenter.X = Position.X;
            tempCenter.Y = GameConstants.MainGameFloatHeight;
            tempCenter.Z = Position.Z;
            BoundingSphere = new BoundingSphere(tempCenter,BoundingSphere.Radius);
            this.orientation = orientation;
            this.animationTextures = animationTextures;
            if (animationTextures != null)
            {
                currentPartTexture = animationTextures[0];
            }

            produce = defaultChoice;
            factoryFont = font;
            background = backgroundTexture;

            int rectWidth = (int)(graphicsDevice.Viewport.TitleSafeArea.Width);
            int rectHeight = (int)(graphicsDevice.Viewport.TitleSafeArea.Height);
            backgroundRect = new Rectangle(graphicsDevice.Viewport.TitleSafeArea.Center.X - rectWidth / 2, graphicsDevice.Viewport.TitleSafeArea.Center.Y - rectHeight / 2, rectWidth, rectHeight);
            produceRect = new Rectangle(backgroundRect.Center.X - 150, backgroundRect.Top + 120, 300, 65);

            SetUpgradeLevelDependentVariables();

            this.game = game;
            // use construction state
            if (modelStates != null)
            {
                foreach (Model model in modelStates)
                {
                    SetupShaderParameters(PoseidonGame.contentManager, model);
                }
                Model = modelStates[constructionIndex];
            }
            else
            {
                //if (orientation > 50) floatUp = true;
                //else floatUp = false;
                // Set up the parameters
                underConstruction = false;
                SetupShaderParameters(PoseidonGame.contentManager, Model);
            }
            //EffectHelpers.GetEffectConfiguration(ref fogColor, ref ambientColor, ref diffuseColor, ref specularColor);
        }
예제 #7
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    public readonly Produce Produces;    // what the building generates every "day"

    public Building(string name, int costMats, int costPower, int costPop, int upkeep, Building upgradesTo, Produce produces)
    {
        Name       = name;
        CostMats   = costMats;
        CostPower  = costPower;
        CostPop    = costPop;
        Upkeep     = upkeep;
        UpgradesTo = upgradesTo;
        Produces   = produces;
    }
예제 #8
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 public void Add(Produce item)
 {
     FDIDB.Produces.Add(item);
 }
예제 #9
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    public static Produce Create(String name, Int32 timeOfProduce, Int32 timeOfConsume)
    {
        Produce produce = new Produce(name, timeOfProduce, timeOfConsume);

        return(produce);
    }
예제 #10
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파일: Static.cs 프로젝트: chakrit/plumber
 public static Pipe File(string contentType, Produce<string> filenamePipe)
 {
     return (c0, next) => filenamePipe(c0, (ctx, filename) =>
     renderFile(ctx, contentType, filename, next));
 }
예제 #11
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    /// <summary>
    /// 布局蓝图的材料部分
    /// </summary>
    /// <param name="tid">蓝图的TID</param>
    /// <param name="materialNode">材料节点</param>

    private void LayoutBlueprintMaterial(uint tid, Transform materialNode)
    {
        CfgEternityProxy cfg  = GetConfig();
        PackageProxy     pack = GetPackage();

        Produce produce = cfg.GetProduceByKey(tid);

        Transform materialList      = FindComponent <Transform>(materialNode, "Resources");
        TMP_Text  materialTimeField = FindComponent <TMP_Text>(materialNode, "Label_Time");

        materialTimeField.text = TableUtil.GetLanguageString("production_text_1024") + TimeUtil.GetTimeStr(produce.Time);

        int index         = 0;
        int currencyIndex = 0;
        List <EffectElement?> sortedElements = new List <EffectElement?>();

        if (produce.Cost > 0)
        {
            EffectElement?[] elements = cfg.GetEffectElementsByKey((uint)produce.Cost);
            if (elements.Length > 0)
            {
                for (int i = 0; i < elements.Length; i++)
                {
                    EffectElement?element = elements[i];
                    Item          item    = cfg.GetItemByKey((uint)element.Value.ItemId);

                    if (ItemTypeUtil.GetItemType(item.Type).MainType == Category.Currency)
                    {
                        sortedElements.Insert(currencyIndex, element);
                        currencyIndex++;
                    }
                    else
                    {
                        sortedElements.Add(element);
                    }
                }
            }

            for (; index < sortedElements.Count; index++)
            {
                EffectElement?element = sortedElements[index];
                Item          item    = cfg.GetItemByKey((uint)element.Value.ItemId);

                Transform node    = index < materialList.childCount ? materialList.GetChild(index) : UnityEngine.Object.Instantiate(materialList.GetChild(0), materialList);
                Image     icon    = FindComponent <Image>(node, "Icon/Icon");
                Image     quality = FindComponent <Image>(node, "Icon/Quality");
                TMP_Text  name    = FindComponent <TMP_Text>(node, "Label_Name");
                TMP_Text  count   = FindComponent <TMP_Text>(node, "Label_Num");

                node.gameObject.SetActive(true);
                UIUtil.SetIconImageSquare(icon, item.Icon);

                long haveCount = pack.GetItemCountByTID((uint)element.Value.ItemId);
                long needCount = (long)element.Value.Value;

                quality.color = ColorUtil.GetColorByItemQuality(item.Quality);
                name.text     = TableUtil.GetItemName(element.Value.ItemId);
                if (haveCount < needCount)
                {
                    count.text = string.Format("<color=#ff0000>{0}</color>/{1}", haveCount, needCount);
                }
                else
                {
                    count.text = string.Format("<color=#00ff00>{0}</color>/{1}", haveCount, needCount);
                }
            }
        }
        for (; index < materialList.childCount; index++)
        {
            materialList.GetChild(index).gameObject.SetActive(false);
        }
    }
예제 #12
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        public int Add(Produce u)
        {
            string Adds = $"insert into Produce Values({u.Proid},'{u.Proname}','{u.Proscdate}',{u.Pronum},'{u.Proyj}')";

            return(DBHelper.ExecuteNonQuery(Adds));
        }
예제 #13
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파일: Map.cs 프로젝트: chakrit/plumber
 public static Pipe Custom(UrlMappings mappings,
     Produce<string> pathFunc, Pipe on404)
 {
     return (c0, next) => pathFunc(c0, (ctx, path) =>
     mappings.FindMapping(path, ifNotFound: on404)(ctx, next));
 }
예제 #14
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 public int Add(Produce u)
 {
     return(_dal.Add(u));
 }
예제 #15
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파일: Static.cs 프로젝트: chakrit/plumber
 public static Pipe String(Produce<string> stringPipe)
 {
     return String(Mime.Text.Plain, stringPipe);
 }
예제 #16
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 Task On(Produce x) => x.Stream.Push(x.Item);
예제 #17
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파일: Static.cs 프로젝트: chakrit/plumber
 public static Pipe File(Produce<string> filenamePipe)
 {
     return (c0, next) => filenamePipe(c0, (ctx, filename) =>
     renderFile(ctx, Mime.FromFilename(filename), filename, next));
 }