예제 #1
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        /// <summary>
        /// This Method is used to Select data from tbl_state table on the behalf of country
        /// </summary>
        /// <param name="objState">Action</param>
        /// <returns>1 for success and -1 for fail</returns>
        public string CountryWiseState(PropState objState)
        {
            //if (userName != null && userName != "")
            //{
            SqlCommand cmd = new SqlCommand("proc_state", objCon.Con);

            cmd.CommandType = CommandType.StoredProcedure;
            cmd.Parameters.AddWithValue("@Action", "Dropdown");
            cmd.Parameters.AddWithValue("@name", objState.StateName);
            //cmd.Parameters.AddWithValue("@status", objState.flag);
            //cmd.Parameters.AddWithValue("@CountryId", objState.CountryId);
            SqlDataAdapter adpt = new SqlDataAdapter();
            DataSet        ds   = new DataSet();

            if (objCon.Con.State == ConnectionState.Open)
            {
            }
            else
            {
                objCon.Con.Open();
            }
            cmd.Connection     = objCon.Con;
            adpt.SelectCommand = cmd;
            adpt.Fill(ds, "States1");
            objCon.Con.Close();
            return(ds.GetXml());
            //}

            //else
            //{

            //    return "Not Valid";
            //}
        }
예제 #2
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        /// <summary>
        /// This Method is used to Select data from tbl_state table
        /// </summary>
        /// <param name="objState">Action</param>
        /// <returns>1 for success and -1 for fail</returns>
        public string SelectState(PropState objState, string userName)
        {
            if (userName != null && userName != "")
            {
                SqlCommand cmd = new SqlCommand("proc_state", objCon.Con);
                cmd.CommandType = CommandType.StoredProcedure;
                cmd.Parameters.AddWithValue("@Action", "Select");
                cmd.Parameters.AddWithValue("@status", objState.flag);
                SqlDataAdapter adpt = new SqlDataAdapter();
                DataSet        ds   = new DataSet();
                if (objCon.Con.State == ConnectionState.Open)
                {
                }
                else
                {
                    objCon.Con.Open();
                }
                cmd.Connection     = objCon.Con;
                adpt.SelectCommand = cmd;
                adpt.Fill(ds, "States");
                objCon.Con.Close();
                return(ds.GetXml());
            }

            else
            {
                return("Not Valid");
            }
        }
예제 #3
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 public override void OnStart()
 {
     startTime       = Time.time;
     animator        = Owner.GetComponent <Animator>();
     m_QipaoAnimator = Owner.GetComponentsInChildren <Animator>()[1];
     propState       = movetoGameObject.Value.GetComponent <PropState>();
 }
예제 #4
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        /// <summary>
        /// This Method is used to Delete data into tbl_category table
        /// </summary>
        /// <param name="objState">ID and Action</param>
        /// <returns>1 for success and -1 for fail</returns>

        public string DeleteState(PropState objState, string userName)
        {
            if (userName != null && userName != "")
            {
                SqlCommand cmd = new SqlCommand("proc_state", objCon.Con);
                cmd.CommandType = CommandType.StoredProcedure;
                objCon.Con.Open();
                try
                {
                    cmd.Parameters.AddWithValue("@ID", objState.ID);
                    cmd.Parameters.AddWithValue("@status", objState.flag);
                    cmd.Parameters.AddWithValue("@Action", "Delete");
                    return(cmd.ExecuteNonQuery().ToString());
                }
                catch (Exception showError)
                {
                    throw showError;
                }
                finally
                {
                    cmd.Dispose();
                    objCon.Con.Close();
                    objCon.Con.Dispose();
                }
            }
            else
            {
                return("Not Valid");
            }
        }
예제 #5
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 protected override void Awake()
 {
     base.Awake();
     this._rigidbody          = base.GetComponent <Rigidbody>();
     this._rigidbody.velocity = Vector3.zero;
     this._state = PropState.Idle;
 }
 public void OnFetching()
 {
     if (DataManager.instance.isDeviceFetched[(int)requiredDevice])
     {
         nextPropState = PropState.RETURNING;
     }
     fetchText.transform.LookAt(DataManager.instance.playerCamera.transform);
 }
예제 #7
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 public override void Update(GameTime gameTime)
 {
     if (state == PropState.Normal && Vector3.Dot(physicalData.OrientationMatrix.Up, Vector3.Up) < .25f)
     {
         state = PropState.KnockedOver;
         Game.ToppleProp(stupid);
         Topple();
     }
     base.Update(gameTime);
 }
예제 #8
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 public override void Update(GameTime gameTime)
 {
     if (state == PropState.Normal && Vector3.Dot(physicalData.OrientationMatrix.Up, Vector3.Up) < .25f)
     {
         state = PropState.KnockedOver;
         Game.ToppleProp(stupid);
         Topple();
     }
     base.Update(gameTime);
 }
예제 #9
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파일: PropControl.cs 프로젝트: huxii/OLU
    // return the current state of this prop
    // so that MainControl can decide what it should do next when another interaction is required
    public virtual PropState Interact()
    {
        PropState state = UpdateState();

        if (state != PropState.PATH)
        {
            feedbackController.OnInteract();
        }
        return(state);
    }
 public void OnDelivering()
 {
     if (DataManager.instance.isDeviceReady[(int)requiredDevice] && !propStand.activeInHierarchy)
     {
         propStand.SetActive(true);
         Sequence propStandRisingSequence = DOTween.Sequence();
         propStandRisingSequence.Append(propStand.transform.DOMoveY(propStandMaxHeight, propStandAnimationTime))
         .SetEase(propStandAnimationCurve)
         .AppendCallback(() => { nextPropState = PropState.FETCHING; });
         propStandRisingSequence.Play();
     }
 }
예제 #11
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        public void StartParabolaBorn(Vector3 bornPosition, Vector3 bornVelocity, Vector3 bornAcceleration)
        {
            this._state = PropState.Born;
            this._rigidbody.constraints &= ~RigidbodyConstraints.FreezePositionY;
            base.transform.position      = bornPosition;
            float num = Vector3.Dot(Vector3.up, bornVelocity);

            num = Vector3.Dot(Vector3.down, bornAcceleration);
            base.transform.position = bornPosition;
            this._bornVelocity      = bornVelocity;
            this._bornAcceleration  = bornAcceleration;
        }
예제 #12
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 /// <summary> 道具过期 </summary>
 public virtual void Expired()
 {
     if (_propState == PropState.IsExpiring)
     {
         return;
     }
     _propState = PropState.IsExpiring;
     foreach (var cell in PropEventSystemListeners.Instance.Listeners)
     {
         ExecuteEvents.Execute <IPropEvents <T> >(cell, null, (prop, player) => prop.OnPropExpired(this, _playerBrain));
     }
     RollBack();
     AfterDelay();
 }
예제 #13
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        public string SelectState(int flag)
        {
            string str = string.Empty;

            if (Session["admin"].ToString() != "" || Session["admin"].ToString() != null)
            {
                PropState propState = new PropState();
                propState.flag = flag;
                BllState objState = new BllState();
                str = objState.RecordSelect(propState, Session["admin"].ToString());
                return(str);
            }
            else
            {
                return("Error in Authentication");
            }
        }
예제 #14
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        /// <summary>
        /// This Method is used to Select data
        /// </summary>
        /// <param name="objCountry">Action</param>
        /// <returns>1 for success and -1 for fail</returns>
        public string RecordSelect(PropState objState, string UserName)
        {
            DllState objDal = new DllState();

            try
            {
                return(objDal.SelectState(objState, UserName));
            }
            catch (Exception info)
            {
                throw info;
            }
            finally
            {
                objDal = null;
            }
        }
예제 #15
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        /// <summary>
        /// This Method is used to Select data
        /// </summary>
        /// <param name="objCountry">Action</param>
        /// <returns>1 for success and -1 for fail</returns>
        public string SelectStates(PropState objState)
        {
            DllState objDal = new DllState();

            try
            {
                return(objDal.CountryWiseState(objState));
            }
            catch (Exception info)
            {
                throw info;
            }
            finally
            {
                objDal = null;
            }
        }
예제 #16
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        public string InsertState(int CountryID, string State)
        {
            string str = string.Empty;

            if (Session["admin"].ToString() != "" || Session["admin"].ToString() != null)
            {
                PropState proState = new PropState();
                proState.StateName = State;
                proState.CountryId = CountryID;
                BllState objState = new BllState();
                str = objState.RecordInsert(proState, Session["admin"].ToString());
                return(str);
            }
            else
            {
                return("Error in Authentication");
            }
        }
예제 #17
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        public string DeleteState(int ID, int Status)
        {
            string str = string.Empty;

            if (Session["admin"].ToString() != "" || Session["admin"].ToString() != null)
            {
                PropState proState = new PropState();
                proState.ID   = ID;
                proState.flag = Status;
                BllState objState = new BllState();
                str = objState.RecordDelete(proState, Session["admin"].ToString());
                return(str);
            }
            else
            {
                return("Error in Authentication");
            }
        }
예제 #18
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        public string UpdateState(string Name, int ID, int CountryId)
        {
            string str = string.Empty;

            if (Session["admin"].ToString() != "" || Session["admin"].ToString() != null)
            {
                PropState proState = new PropState();
                proState.StateName = Name;
                proState.ID        = ID;
                proState.CountryId = CountryId;
                BllState objState = new BllState();
                str = objState.RecordUpdate(proState, Session["admin"].ToString());
                return(str);
            }
            else
            {
                return("Error in Authentication");
            }
        }
예제 #19
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        public string CountryWiseState(int Status, string CountryID)
        {
            string str = string.Empty;
            //if (Session["admin"] != "" || Session["admin"].ToString() != null)
            //{
            PropState proState = new PropState();

            proState.flag      = Status;
            proState.StateName = CountryID;
            BllState objState = new BllState();

            str = objState.SelectStates(proState);
            return(str);
            //}
            //else
            //{
            //    return "Error in Authentication";
            //}
        }
예제 #20
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        /// <summary> 道具Trigger </summary>
        protected virtual void PropCollected(GameObject obj)
        {
            if (!obj.CompareTag(TriggerTag))
            {
                return;
            }

            if (_propState == PropState.IsCollected || _propState == PropState.IsExpiring)
            {
                return;
            }

            _propState = PropState.IsCollected;

            _playerBrain = obj.GetComponent <T>();
            if (_playerBrain == null)
            {
                return;
            }

            ///如果玩家身上已经有同名道具,销毁
            if (SharedMethods.DeepFindTransform(_playerBrain.transform, gameObject.name) != null)
            {
                AfterDelay();
                return;
            }
            gameObject.transform.parent = _playerBrain.transform;


            PropUsed();
            Effects();

            //作用于UI的事件系统
            foreach (GameObject cell in PropEventSystemListeners.Instance.Listeners)
            {
                ExecuteEvents.Execute <IPropEvents <T> >(cell, null, (prop, player) => prop.OnPropCollected(this, _playerBrain));
            }

            AfterTrigger();
        }
        private void BindState()
        {
            DataSet     dsresult = new DataSet();
            XmlDocument doc      = new XmlDocument();
            BllState    objState = new BllState();
            PropState   proState = new PropState();

            proState.flag      = 1;
            proState.StateName = "US";
            doc.LoadXml(objState.SelectStates(proState));
            XmlElement exelement = doc.DocumentElement;

            if (exelement.IsEmpty == false)
            {
                XmlNodeReader nodereader = new XmlNodeReader(exelement);
                dsresult.ReadXml(nodereader, XmlReadMode.Auto);
                cardState.DataSource     = dsresult;
                cardState.DataTextField  = "stateid";
                cardState.DataValueField = "stateid";
                cardState.DataBind();
            }
        }
예제 #22
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 /// <summary>
 /// This Method will be  used to Post data into tbl_state table
 /// </summary>
 /// <param name="objState">Name</param>
 /// <returns>1 for success and -1 for fail</returns>
 public string InsertState(PropState objState, string userName)
 {
     if (userName != null && userName != "")
     {
         //proc_state is the stored procedure name which will be used to Insert data into the table
         SqlCommand cmd = new SqlCommand("proc_state", objCon.Con);
         cmd.CommandType = CommandType.StoredProcedure;
         if (objCon.Con.State == ConnectionState.Open)
         {
         }
         else
         {
             objCon.Con.Open();
         }
         cmd.Parameters.AddWithValue("@Name", objState.StateName);
         cmd.Parameters.AddWithValue("@CountryId", objState.CountryId);
         cmd.Parameters.AddWithValue("@Action", "Add");
         return(cmd.ExecuteNonQuery().ToString());
     }
     else
     {
         return("Not Valid");
     }
 }
 private void ChangePropState()
 {
     propStateExits[currentPropState]();
     propStateInits[nextPropState]();
     currentPropState = nextPropState;
 }
예제 #24
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 protected virtual void Start()
 {
     _propState = PropState.Default;
     _timer     = new Timer();
 }
예제 #25
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        protected override void Update()
        {
            base.Update();
            float angle = (Time.deltaTime * this._selfRotateSpeed) * this.TimeScale;

            base.transform.Rotate(base.transform.up, angle);
            if (this._state == PropState.Born)
            {
                this._bornVelocity      += (Vector3)((this._bornAcceleration * this.TimeScale) * Time.deltaTime);
                this._rigidbody.velocity = this._bornVelocity;
                if ((Vector3.Dot(Vector3.down, this._bornVelocity) > 0f) && (base.transform.position.y < this._height))
                {
                    this._rigidbody.constraints |= RigidbodyConstraints.FreezePositionY;
                    this._state = PropState.Idle;
                }
            }
            else
            {
                BaseMonoAvatar localAvatar = Singleton <AvatarManager> .Instance.GetLocalAvatar();

                if (localAvatar != null)
                {
                    if (this._state == PropState.Idle)
                    {
                        this._currentSpeed       = 0f;
                        this._rigidbody.velocity = Vector3.zero;
                        float warningRange = base.config.PropArguments.WarningRange;
                        if (Vector3.Distance(localAvatar.XZPosition, this.XZPosition) < warningRange)
                        {
                            this._state = PropState.Chase;
                        }
                    }
                    else if (this._state == PropState.Chase)
                    {
                        if (this._currentSpeed < base.config.PropArguments.MaxMoveSpeed)
                        {
                            this._currentSpeed += (base.config.PropArguments.Acceleration * this.TimeScale) * Time.deltaTime;
                            if (this._currentSpeed > base.config.PropArguments.MaxMoveSpeed)
                            {
                                this._currentSpeed = base.config.PropArguments.MaxMoveSpeed;
                            }
                        }
                        float escapeRange = base.config.PropArguments.EscapeRange;
                        if (Vector3.Distance(localAvatar.XZPosition, this.XZPosition) > escapeRange)
                        {
                            this._state = PropState.Idle;
                        }
                        Vector3 xZPosition = localAvatar.XZPosition;
                        if (GlobalVars.USE_GET_PATH_SWITCH && Singleton <DetourManager> .Instance.GetTargetPosition(this, this.XZPosition, localAvatar.XZPosition, ref xZPosition))
                        {
                            Debug.DrawLine(this.XZPosition, xZPosition, Color.yellow, 0.1f);
                        }
                        Vector3 vector3 = xZPosition - this.XZPosition;
                        this._rigidbody.velocity = (Vector3)(vector3.normalized * this._currentSpeed);
                    }
                    else if (this._state == PropState.Died)
                    {
                    }
                    base.transform.position = new Vector3(base.transform.position.x, this._height, base.transform.position.z);
                }
            }
        }
예제 #26
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 // Use this for initialization
 void Start()
 {
     Debug.Log("PropsSprite start");
     State = PropState.Default;
 }
예제 #27
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 public void Initialize()
 {
     PropStatus = PropState.PROP_INITIALIZED;
 }