public void AddProjects() { var temp = new Temp1(); temp.projectId = projectId; NavigationService.Navigate(typeof(Views.ProjectManagement.AddProjects), temp); }
public void ClickItemList(object sender, ItemClickEventArgs e) { if (e.ClickedItem != null) { var obj = new Temp1(); obj.task = ((Tasks)e.ClickedItem); NavigationService.Navigate(typeof(Views.ProjectManagement.AddTask), obj); } }
public string GetValue(string selectedSetting) { FridgeSettings setting = (FridgeSettings)Enum.Parse(typeof(FridgeSettings), selectedSetting, true); switch (setting) { case FridgeSettings.Temp1: return(Temp1.ToString()); case FridgeSettings.Temp2: return(Temp2.ToString()); default: return(""); } }
private void loadLists() { ObservableCollection <Temp2> tColl = new ObservableCollection <Temp2>(); Temp1 t1 = new Temp1(); t1.Text1 = "DataContext1"; t1.Text2 = "DataContext2"; tColl.Add(new Temp2() { Image = "", Data = "Item1" }); tColl.Add(new Temp2() { Image = "", Data = "Item2" }); DataContextStack.DataContext = t1; lst2.ItemsSource = tColl; }
public string GetValue(string selectedSetting) { CookerSettings setting = (CookerSettings)Enum.Parse(typeof(CookerSettings), selectedSetting, true); switch (setting) { case CookerSettings.Temp1: return(Temp1.ToString()); case CookerSettings.Temp2: return(Temp2.ToString()); case CookerSettings.Temp3: return(Temp3.ToString()); case CookerSettings.Temp4: return(Temp4.ToString()); default: return(""); } }
private void ParsingData(string rxData) { int Temp1, Temp2; string nodeID = ""; string groupID = ""; string command = ""; string temperature = ""; string humidity = ""; string co2 = ""; string movement = ""; string datalength = ""; string device = ""; DateTime t = DateTime.Now; string format = "yyyy-MM-dd HH:mm:ss"; try { nodeID = rxData.Substring(5, 4); groupID = rxData.Substring(10, 4); datalength = rxData.Substring(15, 2); device = rxData.Substring(17, 2); command = rxData.Substring(19, 2); } catch (Exception ex) { Console.WriteLine(ex.Message); } if (device == "11") // Device Check { if (command == "10" || command == "11") { // 설정 정보 요청/변경 || 설정 정보 응답 if (datalength == "07") // Length Check { } else { Console.WriteLine("Setting Info Data ERROR!!"); } } else if (command == "21") { // 센서 정보 응답 if (datalength == "0A") // Length Check { // Temperature Temp1 = Convert.ToInt32(rxData.Substring(21, 2), 16); Temp2 = Convert.ToInt32(rxData.Substring(23, 2), 16); temperature = Temp1.ToString() + "." + Temp2.ToString(); // Humidity Setting Temp1 = Convert.ToInt32(rxData.Substring(25, 2), 16); Temp2 = Convert.ToInt32(rxData.Substring(27, 2), 16); humidity = Temp1.ToString() + "." + Temp2.ToString(); // CO2 Setting Temp1 = Convert.ToInt32(rxData.Substring(29, 4), 16); co2 = Temp1.ToString(); // Movement Setting movement = rxData.Substring(33, 2); /* * if (rxData.Substring(33, 2) == "01") * { * movement = "Motion Detected"; * } * else * { * movement = "No Motion Detected"; * }*/ // DataBase Insert insertData(t.ToString(format), nodeID, groupID, temperature, humidity, co2, movement); } else { Console.WriteLine("Sensor Info Data ERROR!!"); } } else if (command == "31") { // 움직임 정보 푸시 if (datalength == "04") // Length Check { if (rxData.Substring(21, 2) == "00") { Console.WriteLine("No Motion Detected"); } else { Console.WriteLine("Motion Detected"); } } else { Console.WriteLine("Movement Info Data ERROR!!"); } } else if (command == "E0") { // 리포트 설정 if (datalength == "08") // Length Check { } else { Console.WriteLine("Report Info Data ERROR!!"); } } } }
void Update() { //basic shot if (canshootint >= 1F) { canshootbool = true; } canshootint += Time.deltaTime; //mode change if (Input.GetKeyDown(KeyCode.J)) { if (mode != 0) { mode--; } } if (Input.GetKeyDown(KeyCode.K)) { if (mode != 2) { mode++; } } type.text = types[mode]; // type 0 if (Input.GetKeyDown(KeyCode.U) && canshootbool) { if (mode == 0) { //create hte bullet object GameObject Temp; //make it in the scene Temp = Instantiate(Bullet, Bullet_Emitter.transform.position, Bullet_Emitter.transform.rotation) as GameObject; //rotate for simple fire Temp.transform.Rotate(Vector3.left * 90); //give it a rigid body Rigidbody TempBody; //"push" it so it goes, no gravity TempBody = Temp.GetComponent <Rigidbody>(); TempBody.AddForce(transform.forward * Force); Destroy(Temp, 1.0f); } if (mode == 1) { //create hte bullet object GameObject Temp1; //make it in the scene Temp1 = Instantiate(FBullet, Bullet_Emitter.transform.position, Bullet_Emitter.transform.rotation) as GameObject; //rotate for simple fire Temp1.transform.Rotate(Vector3.left * 90); //give it a rigid body Rigidbody TempBody; //"push" it so it goes, no gravity TempBody = Temp1.GetComponent <Rigidbody>(); TempBody.AddForce(transform.forward * Force); Destroy(Temp1, 1.0f); } if (mode == 2) { //create hte bullet object GameObject Temp; //make it in the scene Temp = Instantiate(BBullet, Bullet_Emitter.transform.position, Bullet_Emitter.transform.rotation) as GameObject; //rotate for simple fire Temp.transform.Rotate(Vector3.left * 90); //give it a rigid body Rigidbody TempBody; //"push" it so it goes, no gravity TempBody = Temp.GetComponent <Rigidbody>(); TempBody.AddForce(transform.forward * Force); Destroy(Temp, 1.0f); } canshootbool = false; canshootint = 0F; } //Fast and long range if (Input.GetKeyDown(KeyCode.I) && canshootbool) { if (mode == 0) { //create hte bullet object GameObject Temp; //make it in the scene Temp = Instantiate(Bullet, Bullet_Emitter.transform.position, Bullet_Emitter.transform.rotation) as GameObject; //rotate for simple fire Temp.transform.Rotate(Vector3.left * 90); //give it a rigid body Rigidbody TempBody; //"push" it so it goes, no gravity TempBody = Temp.GetComponent <Rigidbody>(); TempBody.AddForce(transform.forward * Force * 3); Destroy(Temp, 1.0f); } if (mode == 1) { //create hte bullet object GameObject Temp; //make it in the scene Temp = Instantiate(FBullet, Bullet_Emitter.transform.position, Bullet_Emitter.transform.rotation) as GameObject; //rotate for simple fire Temp.transform.Rotate(Vector3.left * 90); //give it a rigid body Rigidbody TempBody; //"push" it so it goes, no gravity TempBody = Temp.GetComponent <Rigidbody>(); TempBody.AddForce(transform.forward * Force * 3); Destroy(Temp, 1.0f); } if (mode == 2) { //create hte bullet object GameObject Temp; //make it in the scene Temp = Instantiate(BBullet, Bullet_Emitter.transform.position, Bullet_Emitter.transform.rotation) as GameObject; //rotate for simple fire Temp.transform.Rotate(Vector3.left * 90); //give it a rigid body Rigidbody TempBody; //"push" it so it goes, no gravity TempBody = Temp.GetComponent <Rigidbody>(); TempBody.AddForce(transform.forward * Force * 3); Destroy(Temp, 1.0f); } canshootbool = false; canshootint = 0F; } //shotgun if (Input.GetKeyDown(KeyCode.O) && canshootbool) { if (mode == 0) { int x = 0; GameObject Temp; for (; x < 3; x++) { //make it in the scene Temp = Instantiate(Bullet, Bullet_Emitter.transform.position, Bullet_Emitter.transform.rotation) as GameObject; //rotate for simple fire Temp.transform.Rotate(Vector3.left * (60 + (30 * x))); //give it a rigid body Rigidbody TempBody; //"push" it so it goes, no gravity TempBody = Temp.GetComponent <Rigidbody>(); TempBody.AddForce(transform.forward * Force); Destroy(Temp, .3f); canshootbool = false; canshootint = 0F; } x = 0; } if (mode == 1) { int x = 0; GameObject Temp; for (; x < 3; x++) { //make it in the scene Temp = Instantiate(FBullet, Bullet_Emitter.transform.position, Bullet_Emitter.transform.rotation) as GameObject; //rotate for simple fire Temp.transform.Rotate(Vector3.left * (60 + (30 * x))); //give it a rigid body Rigidbody TempBody; //"push" it so it goes, no gravity TempBody = Temp.GetComponent <Rigidbody>(); TempBody.AddForce(transform.forward * Force); Destroy(Temp, .3f); canshootbool = false; canshootint = 0F; } x = 0; } if (mode == 2) { int x = 0; GameObject Temp; for (; x < 3; x++) { //make it in the scene Temp = Instantiate(BBullet, Bullet_Emitter.transform.position, Bullet_Emitter.transform.rotation) as GameObject; //rotate for simple fire Temp.transform.Rotate(Vector3.left * (60 + (30 * x))); //give it a rigid body Rigidbody TempBody; //"push" it so it goes, no gravity TempBody = Temp.GetComponent <Rigidbody>(); TempBody.AddForce(transform.forward * Force); Destroy(Temp, .3f); canshootbool = false; canshootint = 0F; } x = 0; } } //circle /* * if (Input.GetKeyDown(KeyCode.P) && canshootbool) * { * //create hte bullet object * GameObject Temp; * //make it in the scene * //Temp = Instantiate(Big, Bullet_Emitter.transform.position, Bullet_Emitter.transform.rotation) as GameObject; * //rotate for simple fire * Temp.transform.Rotate(Vector3.left * 90); * //give it a rigid body * Rigidbody TempBody; * //"push" it so it goes, no gravity * TempBody = Temp.GetComponent<Rigidbody>(); * TempBody.AddForce(transform.forward * Force); * Destroy(Temp, 10.0f); * * canshootbool = false; * canshootint = 0F; * }*/ }