예제 #1
0
        public JsonResult SubjectsQuestionesByClass(int id)
        {
            var sub             = db.AspNetSubjects.Where(r => r.ClassID == id).Select(x => new { x.Id, x.SubjectName }).OrderByDescending(r => r.Id).ToList();
            var SubjectQuestion = new SubjectQuestion();

            SubjectQuestion.Subjects = new List <Subjects>();

            foreach (var item in sub)
            {
                var subjects = new Subjects();
                subjects.Id          = item.Id;
                subjects.SubjectName = item.SubjectName;
                SubjectQuestion.Subjects.Add(subjects);
            }

            var questiones = db.AspNetAssessment_Question.Where(x => x.AspNetSubject.ClassID == id).Select(x => new { x.Id, x.Question, x.AspNetAssessment_Questions_Category.CategoryName, x.AspNetSubject.SubjectName, x.AspNetSubject.AspNetClass.ClassName }).ToList();

            SubjectQuestion.Questiones = new List <Questiones>();

            foreach (var item in questiones)
            {
                var Question = new Questiones();
                Question.Id = item.Id;
                Question.QuestionCatageory = item.CategoryName;
                Question.Subjectname       = item.SubjectName;
                Question.ClassName         = item.ClassName;
                Question.Question          = item.Question;
                SubjectQuestion.Questiones.Add(Question);
            }
            return(Json(SubjectQuestion, JsonRequestBehavior.AllowGet));
        }
예제 #2
0
    void main_attack_phase()
    {
        if (Input.GetMouseButtonDown(0))
        {
            Debug.Log("had mouse click");

            Ray        ray = cam.ScreenPointToRay(Input.mousePosition);
            RaycastHit hit;

            if (Physics.Raycast(ray, out hit))
            {
                if (attack_phases == 1)
                {
                    Debug.Log("inside attack phase 1");


                    selected_country = Convert.ToInt32(hit.collider.gameObject.tag);
                    if (obj.country_owner[selected_country] == currentplayer && obj.country_soliders[selected_country] > 1)
                    {
                        attack_phases++;

                        coloring_near_by(selected_country, graph_obj.can_attack(selected_country, currentplayer));
                        talker.say_instruction("select country to attack");
                    }
                }
                if (attack_phases == 2)
                {
                    attacked_country = Convert.ToInt32(hit.collider.gameObject.tag);

                    if (graph_obj.can_attack(selected_country, currentplayer).Contains(attacked_country) == true)
                    {
                        attack_phases++;

                        counter.SetActive(true);
                        talker.say_instruction("Choose number of soldiers you attack with big number comes with a big Risk");
                        counter_attack = obj.country_soliders[selected_country];
                    }
                }
            }
        }
        if (Input.GetMouseButtonDown(1))
        {
            Debug.Log("right click");

            close_attack();
        }
        if (attack_phases == 3)
        {
            if (counter.activeSelf == false)
            {
                soldiers = Convert.ToInt32(counter_text.GetComponent <TextMeshPro>().text);
                question_canvas.SetActive(true);
                Questiones objectt = GetComponent <Questiones>();
                attack_phases++;
                talker.say_instruction("Answer Question if you answer correctly the enemy will lose the number you attacked with if your answer was wrong you will lose your soldiers");
            }
        }
        if (attack_phases == 4)
        {
            if (!question_canvas.activeSelf)
            {
                if (question)
                {
                    obj.country_soliders[attacked_country] -= soldiers;
                    if (obj.country_soliders[attacked_country] <= 0)
                    {
                        Debug.Log(obj.country_owner[attacked_country]);

                        obj.country_owner[attacked_country] = currentplayer;

                        obj.country_soliders[selected_country]--;
                        obj.country_soliders[attacked_country] = 1;
                    }
                    talker.say_instruction("attack success", question);
                }
                else
                {
                    int xfailed = (soldiers * numberofcountriesOfenemy + 32) / 33;

                    obj.country_soliders[selected_country] -= xfailed;
                    if (obj.country_soliders[selected_country] <= 0)
                    {
                        obj.country_soliders[selected_country] = 1;
                    }
                    talker.say_instruction("Attack failed", question);
                    numberofcountriesOfenemy = obj.players[obj.country_owner[attacked_country]].countries.Count;
                }
                obj.update_material();
                attack_phases++;
                attack_more_canvas.SetActive(true);
            }
        }
        if (attack_phases == 5)
        {
            if (!attack_more_canvas.activeSelf)
            {
                if (attack_more_bool)
                {
                    close_attack();
                }
            }
        }
    }