public static void RemoveFromInvestigateList(CAI AI) { if (m_List_Investigate.Contains(AI) == true) { m_List_Investigate.RemoveAt(m_List_Investigate.LastIndexOf(AI)); } }
public async Task <IActionResult> Update([FromBody] CAI _cai) { CAI _Caiq = new CAI(); try { _Caiq = (from c in _context.CAI .Where(q => q.IdCAI == _cai.IdCAI) select c ).FirstOrDefault(); _cai.FechaCreacion = _Caiq.FechaCreacion; _cai.UsuarioCreacion = _Caiq.UsuarioCreacion; _context.Entry(_Caiq).CurrentValues.SetValues((_cai)); // _context.CAI.Update(_Caiq); await _context.SaveChangesAsync(); } catch (Exception ex) { _logger.LogError($"Ocurrio un error: { ex.ToString() }"); return(BadRequest($"Ocurrio un error:{ex.Message}")); } return(await Task.Run(() => Ok(_Caiq))); }
public async Task <ActionResult <CAI> > Delete(Int64 IdCAI, CAI _CAIp) { CAI _CAI = _CAIp; try { string baseadress = config.Value.urlbase; HttpClient _client = new HttpClient(); _client.DefaultRequestHeaders.Add("Authorization", "Bearer " + HttpContext.Session.GetString("token")); var result = await _client.PostAsJsonAsync(baseadress + "api/CAI/Delete", _CAI); string valorrespuesta = ""; if (result.IsSuccessStatusCode) { valorrespuesta = await(result.Content.ReadAsStringAsync()); _CAI = JsonConvert.DeserializeObject <CAI>(valorrespuesta); } } catch (Exception ex) { return(BadRequest($"Ocurrio un error{ex.Message}")); } return(new ObjectResult(new DataSourceResult { Data = new[] { _CAI }, Total = 1 })); }
void Initialize() { m_LayerMaskGround = CLayers.GetLayerMask_Ground(); m_bGrounded = Physics.CheckSphere(transform.position, 1.5f, m_LayerMaskGround); if (m_bGrounded == false) { print("Warning: " + gameObject.name + " isn't on the ground"); } /////////RIGIDBODY///////// m_Rigidbody = GetComponent <Rigidbody>(); m_fOrigDrag = GetRigidbody().drag; m_fOrigMass = GetRigidbody().mass; ///////////AI/////////// m_Animator = GetComponent <Animator>(); if (GetComponent <CAI>()) { m_bIsAI = true; m_AI = GetComponent <CAI>(); GetAnimator().SetFloat("SpeedMultiplier", 1); GetRigidbody().mass = m_fMassNonKnockback; } else { m_bIsAI = false; } }
public async Task <ActionResult> GetCAIById([DataSourceRequest] DataSourceRequest request, [FromBody] CAI _CAI) { CAI _CertificadoDeposito = new CAI(); try { string baseadress = config.Value.urlbase; HttpClient _client = new HttpClient(); _client.DefaultRequestHeaders.Add("Authorization", "Bearer " + HttpContext.Session.GetString("token")); var result = await _client.GetAsync(baseadress + "api/CAI/GetCAIById/" + _CAI.IdCAI); string valorrespuesta = ""; if (result.IsSuccessStatusCode) { valorrespuesta = await(result.Content.ReadAsStringAsync()); _CertificadoDeposito = JsonConvert.DeserializeObject <CAI>(valorrespuesta); } if (_CertificadoDeposito == null) { _CertificadoDeposito = new CAI(); } } catch (Exception ex) { _logger.LogError($"Ocurrio un error: { ex.ToString() }"); throw ex; } return(Json(_CertificadoDeposito)); }
public static void RemoveFromCombatList(CAI AI) { if (m_List_Combat.Contains(AI) == true) { m_List_Combat.RemoveAt(m_List_Combat.LastIndexOf(AI)); } }
//* -----------------------------------------------------------------------* /// <summary>1フレーム分の更新処理を実行します。</summary> /// /// <param name="entity">この状態を適用されているオブジェクト。</param> /// <param name="privateMembers"> /// オブジェクトと状態クラスのみがアクセス可能なフィールド。 /// </param> /// <param name="gameTime">前フレームが開始してからの経過時間。</param> public override void update( CAI <CInputDetector> entity, CInputCollection.CPrivateMembers privateMembers, GameTime gameTime ) { CInputCollection collection = entity.owner; if (collection.Count == 0) { foreach (PlayerIndex playerIndex in CInputXBOX360.allPlayerIndex) { GamePadState state = GamePad.GetState(playerIndex); if (state.IsConnected && state.getPress() != 0) { collection.Add(CInputXBOX360.getInstance( playerIndex, collection.playerNumber)); break; } } } if (collection.Count != 0) { setCapacity(collection); entity.nextState = CStateWait.instance; } base.update(entity, privateMembers, gameTime); }
public static void AddToCombatList(CAI AI) { if (m_List_Combat.Contains(AI) == false) { m_List_Combat.Add(AI); //CSoundBank.Instance.AIEnterCombat(AI.GetAIType(), AI.gameObject); } }
public static void AddToInvestigateList(CAI AI) { if (m_List_Investigate.Contains(AI) == false) { m_List_Investigate.Add(AI); CSoundBank.Instance.AIAlerted(AI.GetAIType(), AI.gameObject); } }
//* ────________________________________* //* methods ───────────────────────────────-* //* -----------------------------------------------------------------------* /// <summary> /// <para>状態が開始された時に呼び出されます。</para> /// <para>このメソッドは、遷移元の<c>teardown</c>よりも後に呼び出されます。</para> /// </summary> /// /// <param name="entity">この状態を適用されたオブジェクト。</param> /// <param name="privateMembers"> /// オブジェクトと状態クラスのみがアクセス可能なフィールド。 /// </param> public override void setup(CAI <CInputDetector> entity, CInputCollection.CPrivateMembers privateMembers) { CInputCollection collection = entity.owner; setCapacity(collection); collection.releaseAwayController = true; base.setup(entity, privateMembers); }
//AI calls it on death public static void RemoveAI_BothLists(CAI AI) { m_List_AllAI.Remove(AI); if (m_List_ActiveAI.Contains(AI)) { m_List_ActiveAI.Remove(AI); } }
//* -----------------------------------------------------------------------* /// <summary>1フレーム分の更新処理を実行します。</summary> /// /// <param name="entity">この状態を適用されているオブジェクト。</param> /// <param name="privateMembers"> /// オブジェクトと状態クラスのみがアクセス可能なフィールド。 /// </param> /// <param name="gameTime">前フレームが開始してからの経過時間。</param> public override void update(CAI <CInputDetector> entity, CInputCollection.CPrivateMembers privateMembers, GameTime gameTime) { CInputCollection collection = entity.owner; if (collection.Count == 0) { entity.nextState = (CState <CAI <CInputDetector>, CInputCollection.CPrivateMembers>) entity.previousState; } base.update(entity, privateMembers, gameTime); }
//* ────________________________________* //* methods ───────────────────────────────-* //* -----------------------------------------------------------------------* /// <summary> /// <para>状態が開始された時に呼び出されます。</para> /// <para>このメソッドは、遷移元の<c>teardown</c>よりも後に呼び出されます。</para> /// </summary> /// /// <param name="entity">この状態を適用されたオブジェクト。</param> /// <param name="privateMembers"> /// オブジェクトと状態クラスのみがアクセス可能なフィールド。 /// </param> /// <exception cref="System.InvalidOperationException"> /// 自動認識発動時に戻るべき状態が見つからない場合。 /// </exception> public override void setup( CAI <CInputDetector> entity, CInputCollection.CPrivateMembers privateMembers) { Type type = entity.previousState.GetType(); if (!(type == detectType || type.IsSubclassOf(detectType))) { throw new InvalidOperationException( "戻るべき自動認識状態を見つけることができませんでした。"); } base.setup(entity, privateMembers); }
//Update senses every few frames instead of every frame //add Time.deltaTime to a float every frame even if i don't update that frame. //This is to accumulate the correct values that will be used to multiply with, instead of Time.deltaTime void Start() { m_LayerMask = ~CLayers.GetLayerMask_EnemyAndWeapon(); //layermask to ignore collisions with EnemyLayer and Weapon Layer m_AI = GetComponent <CAI>(); m_Player = CPlayerControlls.GetPlayer(); m_fCurrentSightCone = m_fNormalSightCone; if (m_Head == null) { print("Error: Variable m_Head of " + gameObject.name + " prefab was NULL!"); m_Head = transform; } }
public async Task <ActionResult <CAI> > SaveCAI([FromBody] CAIDTO _CAIS) //public async Task<ActionResult<Product>> SaveProduct([FromBody]ProductDTO _ProductS) { CAI _CAI = _CAIS; try { // DTO_NumeracionSAR _liNumeracionSAR = new DTO_NumeracionSAR(); string baseadress = config.Value.urlbase; HttpClient _client = new HttpClient(); _client.DefaultRequestHeaders.Add("Authorization", "Bearer " + HttpContext.Session.GetString("token")); var result = await _client.GetAsync(baseadress + "api/CAI/GetCAIById/" + _CAI.IdCAI); string valorrespuesta = ""; _CAI.FechaModificacion = DateTime.Now; _CAI.UsuarioModificacion = HttpContext.Session.GetString("user"); if (result.IsSuccessStatusCode) { valorrespuesta = await(result.Content.ReadAsStringAsync()); _CAI = JsonConvert.DeserializeObject <CAIDTO>(valorrespuesta); } if (_CAI == null) { _CAI = new Models.CAI(); } _CAIS._cai = _CAIS.elcai; if (_CAIS.IdCAI == 0) { _CAI.FechaCreacion = DateTime.Now; _CAI.UsuarioCreacion = HttpContext.Session.GetString("user"); var insertresult = await Insert(_CAIS); } else { _CAIS.UsuarioCreacion = _CAI.UsuarioCreacion; _CAIS.FechaCreacion = _CAI.FechaCreacion; var updateresult = await Update(_CAI.IdCAI, _CAIS); } } catch (Exception ex) { _logger.LogError($"Ocurrio un error: { ex.ToString() }"); throw ex; } return(Json(_CAI)); }
public async Task <IActionResult> GetCAIById(Int64 IdCai) { CAI Items = new CAI(); try { Items = await _context.CAI.Where(q => q.IdCAI == IdCai).FirstOrDefaultAsync(); } catch (Exception ex) { _logger.LogError($"Ocurrio un error: { ex.ToString() }"); return(BadRequest($"Ocurrio un error:{ex.Message}")); } return(await Task.Run(() => Ok(Items))); }
public async Task <IActionResult> Insert([FromBody] CAI _CAI) { CAI _CAIq = new CAI(); try { _CAIq = _CAI; _context.CAI.Add(_CAIq); await _context.SaveChangesAsync(); } catch (Exception ex) { _logger.LogError($"Ocurrio un error: { ex.ToString() }"); return(BadRequest($"Ocurrio un error:{ex.Message}")); } return(await Task.Run(() => Ok(_CAI))); }
public async Task <IActionResult> Delete([FromBody] CAI _cai) { CAI _caiq = new CAI(); try { _caiq = _context.CAI .Where(x => x.IdCAI == (int)_cai.IdCAI) .FirstOrDefault(); _context.CAI.Remove(_caiq); await _context.SaveChangesAsync(); } catch (Exception ex) { _logger.LogError($"Ocurrio un error: { ex.ToString() }"); return(BadRequest($"Ocurrio un error:{ex.Message}")); } return(await Task.Run(() => Ok(_caiq))); }
//* -----------------------------------------------------------------------* /// <summary>1フレーム分の更新処理を実行します。</summary> /// /// <param name="entity">この状態を適用されているオブジェクト。</param> /// <param name="privateMembers"> /// オブジェクトと状態クラスのみがアクセス可能なフィールド。 /// </param> /// <param name="gameTime">前フレームが開始してからの経過時間。</param> public override void update( CAI <CInputDetector> entity, CInputCollection.CPrivateMembers privateMembers, GameTime gameTime ) { CInputCollection collection = entity.owner; if (collection.Count == 0) { CInputLegacy input = instanceList.FirstOrDefault( item => item.isPushAnyKey(detectPOV, detectSlider)); if (input != null) { collection.Add(input); } } if (collection.Count != 0) { setCapacity(collection); entity.nextState = CStateWait.instance; } base.update(entity, privateMembers, gameTime); }
public override void AI() { Lighting.AddLight(projectile.Center, 0.45f, 0f, 0.5f); CAI.LightningAI(projectile, ref projectile.ai, ref projectile.localAI, 74); }
//* -----------------------------------------------------------------------* /// <summary>コンストラクタ。</summary> /// /// <param name="playerNumber">プレイヤー番号。</param> /// <param name="firstState">初期状態。</param> /// <param name="aiState">自動認識状態。</param> public CInputDetector(short playerNumber, IState firstState, IState aiState) : base(playerNumber, firstState) { ai = new CAI <CInputDetector>(this, aiState); }
//* ────────────-_______________________* //* constructor & destructor ───────────────────────* //* -----------------------------------------------------------------------* /// <summary>コンストラクタ。</summary> private CCursor() : base(CStateCursor.instance) { locate = Vector2.Zero; aiView = new CAI <CCursor>(this, CStateVisible.instance); }
public static void AddAI_ActiveAIList(CAI AI) { m_List_ActiveAI.Add(AI); }