void Start() { myRig = GetComponent <Rigidbody>(); myMovement = GetComponent <MovementComponetBase>(); weaponCreate = GetComponent <WeaponCreate>(); testPlayerCreate = FindObjectOfType <TestPlayerCreate>(); testPlayerCreate.OnPlayerCreate = (myHandArray) => { myHand = myHandArray; // イベントをバインド myHand[0].grabWeapon += SetDominant; myHand[1].grabWeapon += SetDominant; myHand[0].oppositeWeapon += SetOpposite; myHand[1].oppositeWeapon += SetOpposite; Debug.Log("aaaa"); }; //// イベントをバインド //myHand[0].grabWeapon += SetDominant; //myHand[1].grabWeapon += SetDominant; //myHand[1].oppositeWeapon += SetOpposite; //myHand[1].oppositeWeapon += SetOpposite; }
// CREATE public async Task <bool> CreateWeaponAsync(WeaponCreate model) { Weapon entity = new Weapon(model.Name, model.WeightInPounds, model.CostInCurrency, model.CurrencyEnumIndex, model.DamageDieAmount, model.DamageDieSize, model.DamageTypeEnumIndex, model.IsMartialWeapon, model.IsMeleeWeapon, model.Properties); _context.Weapons.Add(entity); return(await _context.SaveChangesAsync() == 1); }
// Start is called before the first frame update void Start() { audio = GetComponent <AudioSource>(); colorScript = GetComponent <ColorScript>(); animator = GetComponent <Animator>(); switch (own) { case PlayerKind.Player1: hp = MultiPlayerManager.instance.P1Dot; break; case PlayerKind.Player2: hp = MultiPlayerManager.instance.P2Dot; break; case PlayerKind.Player3: hp = MultiPlayerManager.instance.P3Dot; break; case PlayerKind.Player4: hp = MultiPlayerManager.instance.P4Dot; break; default: Debug.LogError("よばれちゃいけんのやぞ"); break; } padNum = (int)own + 1; //weaponNumber = weapon.Length; //createNum = weapon[weaponType].GetComponent<weapon>().parametor.dotNum; create = GetComponent <WeaponCreate>(); //this.gameObject.transform.LookAt(GameObject.Find("Tower").transform); }
/// <summary> /// 初回処理 /// </summary> void Start() { HasWeapon = false; weaponCreate = FindObjectOfType <WeaponCreate>(); weaponMgr = FindObjectOfType <WeaponManager>(); photonView = GetComponent <PhotonView>(); }
public async Task <ActionResult> Create(WeaponCreate model) { if (ModelState.IsValid) { var service = GetArmourService(); if (await service.CreateWeaponAsync(model)) { return(RedirectToAction(nameof(Index))); } } return(View(model)); }
public void ItemCreate() { var service = new ItemService(Guid.Parse("00000000-0000-0000-0000-000000000000")); var item = new OtherItemCreate(); item.ItemClass = Data.ItemClass.ArtisanTools; var armor = new ArmorCreate(); var weapon = new WeaponCreate(); var result = service.CreateItem(item); }
public IHttpActionResult Post(WeaponCreate weapon) { if (!ModelState.IsValid) { return(BadRequest(ModelState)); } var service = CreateWeaponService(); if (!service.CreateWeapon(weapon)) { return(InternalServerError()); } return(Ok()); }
public bool CreateWeapon(WeaponCreate model) { var entity = new Weapon() { WeaponName = model.WeaponName, WeaponType = model.WeaponType, AmmoType = model.AmmoType, BaseDamage = model.BaseDamage, Description = model.Description, GameId = model.GameId, HistoryId = model.HistoryId }; using (var ctx = new ApplicationDbContext()) { ctx.Weapons.Add(entity); return(ctx.SaveChanges() == 1); } }
public ActionResult CreateWeaponItem(WeaponCreate item) => Create(item);
void Start() { weaponCreate = GetComponent <WeaponCreate>(); }
// Start is called before the first frame update void Start() { myRig = GetComponent <Rigidbody>(); myMovement = GetComponent <MovementComponetBase>(); weaponCreate = GetComponent <WeaponCreate>(); }