public IActionResult Get(int id) { //get crash if (id > 0) { var crash = getById(id); if (crash != null) { return(new OkObjectResult(JsonConvert.SerializeObject(crash, Formatting.None, new JsonSerializerSettings() { ReferenceLoopHandling = ReferenceLoopHandling.Ignore }))); //Loop referencing } else { return(NotFound()); } } else { var crash = new crash(); return(new OkObjectResult(JsonConvert.SerializeObject(crash, Formatting.None, new JsonSerializerSettings() { ReferenceLoopHandling = ReferenceLoopHandling.Ignore }))); } }
private void copydata(crash source, crash target) { target.companyId = source.companyId; target.crashmeasureId = source.crashmeasureId; target.dayhour = source.dayhour; target.isauthorknown = source.isauthorknown; target.isoutofservice = source.isoutofservice; }
void moveMap() { ++actualStep; for (int i = 0; i < roadsMap.Length - 1; ++i) //przesuwanie mapy { roadsMap[i] = roadsMap[i + 1]; roadsDirection[i] = roadsDirection[i + 1]; stepCounter[i] = stepCounter[i + 1]; } //generowanie nowego odcinka mapy if (roadsMap[13] == 1 && roadsMap[12] == 1 && roadsMap[11] == 1 && roadsMap[10] == 1) { roadsMap[14] = 0; } else if (roadsMap[12] == 0 && roadsMap[13] == 0) { roadsMap[14] = 1; } else if (roadsMap[12] == 2 && roadsMap[13] == 2) { roadsMap[14] = 0; } else { roadsMap[14] = Random.Range(0, 2); if (Random.value > 0.90) { if (roadsMap[12] != 2 || roadsMap[13] != 2) { roadsMap[14] = 2; } } } //losowanie kierunków w których się będą poruszać pojazdy if (roadsDirection[13] == true) { roadsDirection[14] = false; } else { roadsDirection[14] = true; } //za ile ma się zrespić kolejne autko stepCounter[14] = Random.Range(4, 10); if (roadsMap[14] == 1) { crash newCar = new crash(Random.Range(0, 5), roadsDirection[14], Random.Range(15, 40), (actualStep + 11) * 3); vehicle.Add(newCar); } }
private void adddetail(crash source, crash target) { if (source.crashdetail != null && source.crashdetail.Count > 0) { target.crashdetail = new List <crashdetail>(); } foreach (crashdetail detail in source.crashdetail) { target.crashdetail.Add(detail); } }
public IActionResult Put(int id, [FromBody] crash value) { var crash = _context.crash.Include(t => t.crashdetail).Where(t => t.crashId == id).FirstOrDefault <crash>(); if (crash != null) { copydata(value, crash); _context.SaveChanges(); var send = getById(id); return(Ok(send)); } else { return(NotFound()); } }
public IActionResult Post([FromBody] crash value) { var crash = new crash(); copydata(value, crash); adddetail(value, crash); _context.crash.Add(crash); _context.SaveChanges(); _logger.LogInformation("Travel post"); var send = getById(crash.crashId); return(new OkObjectResult(JsonConvert.SerializeObject(send, Formatting.None, new JsonSerializerSettings() { ReferenceLoopHandling = ReferenceLoopHandling.Ignore }))); //Loop referencing //return Ok(send); }
void resetGame() { //postać posX = 30; //pozycja żabki posY = 0; yourDirection = 0; //0 - przód | 1 - tył backAnimal = 0; stepTime = 0.07f; //ruchu sideAnimTime = 0f; sideAnim = 0; actualStep = 5; //kamera cameraHeight = -3; cameraJump = 1f; //czas pomiędzy kolejnym przejściem kamery loseMoveTime = 0.2f; heightLose = 22; endVehicleID = 0; //mapa //ustawianie ulic i trawy for (int i = 0; i < roadsMap.Length; ++i) { //ustawianie ulic i trawy if (i == 0 || i == 1 || i == 2 || i == 3 || i == 4 || i == 5 || i == 7 || i == 9 || i == 12 || i == 13) { roadsMap[i] = 0; } else { roadsMap[i] = 1; } //losowanie kierunków w których się będą poruszać pojazdy if (i == 0) { if (Random.value > 0.5f) { roadsDirection[i] = false; } else { roadsDirection[i] = true; } } else { if (roadsDirection[i - 1]) { roadsDirection[i] = false; } else { roadsDirection[i] = true; } } //za ile ma się zrespić kolejne autko stepCounter[i] = Random.Range(8, 15); } //mechanika for (int i = 0; i < vehicle.Count;) //niszczenie wszystkich aut { vehicle.RemoveAt(i); } for (int i = 0; i < train.Count;) //niszczenie wszystkich pociągów { train.RemoveAt(i); } menu = false; lose = false; HRTM.score = 0; HRTM.firstFeil = true; //wstepne autka for (int b = 5; b < roadsMap.Length; ++b) { if (roadsMap[b] == 1) { crash newCar = new crash(Random.Range(0, 5), roadsDirection[b], Random.Range(20, 40), (actualStep + b - 10) * 3); vehicle.Add(newCar); } } }
//==============================koniec sterowania================================= int randVehicles(int road, int type) { int tempPosY = (road + actualStep - 10) * 3; int tempPosX = 0; int tempType = Random.Range(0, 5); int tempWidth = 0; if (tempType == 0) { tempWidth = 4; } else if (tempType == 1) { tempWidth = 8; } else if (tempType == 2) { tempWidth = 8; } else if (tempType == 3) { tempWidth = 8; } else if (tempType == 4) { tempWidth = 13; } if (roadsDirection[road]) { tempPosX = 63; } else { tempPosX = (-tempWidth) - 1; } if (type == 1) //auto { crash newCar = new crash(tempType, roadsDirection[road], tempPosX, tempPosY); vehicle.Add(newCar); } else //pociąg { if (roadsDirection[road]) { tempPosX = 70; crash newTrain = new crash(5, roadsDirection[road], tempPosX, tempPosY); train.Add(newTrain); tempPosX += 11; newTrain = new crash(6, roadsDirection[road], tempPosX, tempPosY); train.Add(newTrain); for (int p = 0; p < 5; ++p) { tempPosX += 15; newTrain = new crash(6, roadsDirection[road], tempPosX, tempPosY); train.Add(newTrain); } } else { tempPosX = -5; crash newTrain = new crash(5, roadsDirection[road], tempPosX, tempPosY); train.Add(newTrain); tempPosX -= 11; newTrain = new crash(6, roadsDirection[road], tempPosX, tempPosY); train.Add(newTrain); for (int p = 0; p < 5; ++p) { tempPosX -= 15; newTrain = new crash(6, roadsDirection[road], tempPosX, tempPosY); train.Add(newTrain); } } return(0); } return(vehicle[vehicle.Count - 1].width); }