예제 #1
0
        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;
        }
예제 #2
0
        // 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);
        }
예제 #3
0
    // 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);
    }
예제 #4
0
 /// <summary>
 /// 初回処理
 /// </summary>
 void Start()
 {
     HasWeapon    = false;
     weaponCreate = FindObjectOfType <WeaponCreate>();
     weaponMgr    = FindObjectOfType <WeaponManager>();
     photonView   = GetComponent <PhotonView>();
 }
예제 #5
0
 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));
 }
예제 #6
0
        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);
        }
예제 #7
0
        public IHttpActionResult Post(WeaponCreate weapon)
        {
            if (!ModelState.IsValid)
            {
                return(BadRequest(ModelState));
            }

            var service = CreateWeaponService();

            if (!service.CreateWeapon(weapon))
            {
                return(InternalServerError());
            }

            return(Ok());
        }
예제 #8
0
        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);
            }
        }
예제 #9
0
 public ActionResult CreateWeaponItem(WeaponCreate item) => Create(item);
예제 #10
0
 void Start()
 {
     weaponCreate = GetComponent <WeaponCreate>();
 }
예제 #11
0
 // Start is called before the first frame update
 void Start()
 {
     myRig        = GetComponent <Rigidbody>();
     myMovement   = GetComponent <MovementComponetBase>();
     weaponCreate = GetComponent <WeaponCreate>();
 }