private List <DBActor> GetActors() { // Download actor list GetActors actors = new GetActors(SeriesId); return(actors.Actors); }
public IEnumerable <GetActorsResult> Execute(GetActors query) { var c = RepositoryFactory.GetInstance <TBL_ACTORS>().GetAll().ToList(); return((from rows in c select new GetActorsResult() { Name = rows.Name, Sex = rows.Sex, Bio = rows.Bio, DOB = rows.DOB, ActorId = rows.ActorId }).OrderBy(data => data.ActorId)); }
private void DeleteActorThumbs() { GetActors actors = new GetActors(SeriesId); foreach (DBActor actor in actors.Actors) { string fileName = actor.Image; if (string.IsNullOrEmpty(fileName)) { continue; } try { File.Delete(actor.Image); } catch (Exception e) { MPTVSeriesLog.Write("Unable to delete actor image '{0}', {1}", fileName, e.Message); } } }
private List<DBActor> GetActors() { // Download actor list GetActors actors = new GetActors(SeriesId); return actors.Actors; }
private void DeleteActorThumbs() { GetActors actors = new GetActors(SeriesId); foreach (DBActor actor in actors.Actors) { string fileName = actor.Image; if (string.IsNullOrEmpty(fileName)) continue; try { File.Delete(actor.Image); } catch (Exception e) { MPTVSeriesLog.Write("Unable to delete actor image '{0}', {1}", fileName, e.Message); } } }
[NonSerialized] bool firstLoop = true; protected override void Update() { base.Update(); if (!OutOfSight_v && deadStance != -1) { Debug.LogWarning("I'm dead! :("); if (Dying <= 0) { setOutOfSight(); } else { Dying -= Time.deltaTime; } } #region Init if (firstLoop && !Contains(this)) { if (LOG && LOG_LEVEL <= 100) { Debug.LogWarning("unregistered actor id detected processed by the manager; actor isn't marked to be active but is enabled anyway: this causes it to be ignored by other actors: actors must be enabled by their manager", this.gameObject); } } #endregion #region OutOfSight response if (OutOfSight_disable) { gameObject.transform.root.gameObject.SetActive(false); if (GetActors.ContainsKey(Id)) { GetActors.Remove(Id); if (LOG && LOG_LEVEL <= 0) { Debug.Log("disable OutOfSight actor and add to inactive queue"); } InactiveActorsByTypeId[TypeId].AddLast(this); } else { if (LOG && LOG_LEVEL <= 100) { Debug.LogWarning("OutOfSight actor wasn't marked to be active so it should already be in its InactiveActorsByTypeId queue"); } } OutOfSight_disable = false; return; } #endregion if (this is _3DSprite) { if (sfx != null) { if (MyMotion == Motions.MOTION_STAND) { sfx.Play((int)ActorSounds._IDLE); } else if (MyMotion == Motions.MOTION_MOVE) { sfx.Play((int)ActorSounds._MOVE); } } } if (DEBUG_ATTACK) { Attack(null); } if (DEBUG_GETHIT) { DEBUG_GETHIT = false; TakeDamage(null); } if (DEBUG_DIE) { DEBUG_DIE = false; Die(); } if (LOG && LOG_LEVEL <= 0) { Debug.Log("MySight.IsInHearingSight.Count:" + MySight.IsInHearingSight.Count + ";MySight.IsInVisionSight.Count:" + MySight.IsInVisionSight.Count); } GetTargets(); actorTouchingMe = false; enemyTouchingMe = false; if (collisions.Count > 0) { foreach (var collision in collisions) { if (collision.Key.gameObject.CompareTag("Player")) { actorTouchingMe = true; } if (MyEnemy != null && collision.Key.gameObject.CompareTag("Player") && collision.Key.gameObject.GetComponent <AI>() == MyEnemy) { enemyTouchingMe = true; } if (actorTouchingMe && enemyTouchingMe) { break; // Break when all checks are true, so only on O(n) operation is processed for any needed check } } } //Debug.LogWarning("nextAttackTimer:"+nextAttackTimer); if (nextAttackTimer > 0) { nextAttackTimer -= Time.deltaTime; if (LOG && LOG_LEVEL <= -110) { Debug.Log("waiting for nextAttackTimer to get to zero [" + this, this); } } if (Autonomous <= 0) { WALK_PATH(); doingAttackMoveAway = false; if (MyState == State.EXCUSE_ST) { OnEXCUSE_ST(); } if (MyState == State.FOLLOW_ST) { OnFOLLOW_ST(); } if (MyState == State.IDLE_ST) { OnIDLE_ST(); } if (MyState == State.CHASE_ST) { OnCHASE_ST(); } if (MyState == State.ATTACK_ST) { OnATTACK_ST(); } if (MyState == State.SKILL_OBJECT_ST) { OnSKILL_OBJECT_ST(); } } else { Autonomous -= Time.deltaTime; } firstLoop = false; }