Exemplo n.º 1
0
        public ActionResult Chapter(String namechapter, HttpPostedFileBase[] files, String comicId)
        {
            if (CheckStatusUser())
            {
                return(RedirectToAction("Login"));
            }

            if (!CheckViewer())
            {
                chapter chapter = new chapter();
                chapter.NameChapter = namechapter;
                chapter.ComicId     = Convert.ToInt32(comicId);
                int userId = _user.UserId;

                ChapterDAO chapterDao = new ChapterDAO();
                var        c          = chapterDao.Add(chapter, userId);

                Messenger mss = new Messenger();

                if (c != null)
                {
                    String path = String.Format("~{0}", c.FolderImage);
                    path = Server.MapPath(path);

                    int s = 0;
                    int f = 0;

                    for (int i = 0; i < files.Length; i++)
                    {
                        Messenger messenger = UploadFile.Upload(files[i], path, String.Format("{0}.jpg", i));
                        if (messenger.Code == 1)
                        {
                            s++;
                        }
                        else
                        {
                            f++;
                        }
                    }

                    mss.Mss  = String.Format("Tải lên thành công {0}, thất bại {1}", s, f);
                    mss.Code = 1;
                }
                else
                {
                    mss.Code = 0;
                }

                var chapters = chapterDao.ListChapterComic(Convert.ToInt32(comicId));

                ViewBag.Mss      = mss;
                ViewBag.Chapters = chapters;

                return(View());
            }

            return(View());
        }
Exemplo n.º 2
0
        public int Delete(chapter ct, int userId)
        {
            var chapter =
                WcDbContext.chapters.Single(c => c.ChapterId == ct.ChapterId && c.comic.UserId == userId);

            var sql = WcDbContext.chapters.Remove(chapter);

            var n = WcDbContext.SaveChanges();

            return(n);
        }
Exemplo n.º 3
0
    // Use this for initialization
    void Awake()
    {
        //If this is a duplicate of the original persistant LevelManager then destroy this GO
        if (FindObjectsOfType(GetType()).Length > 1)
        {
            Destroy(gameObject);
        }

        DontDestroyOnLoad(gameObject);//Don't destroy this gameobject between scenes, it will be used between scenes for loading levels

        //Get data path to chapters, can just add "[number].json" to end of this stub to get a chapter
        chapterFilePathStub = Application.persistentDataPath + "/chapter";

        currentChapter = null;//Current chapter is null by default until one is loaded
    }
Exemplo n.º 4
0
        public chapter Add(chapter chapter)
        {
            var c = WcDbContext.chapters.Add(chapter);

            WcDbContext.SaveChanges();

            c.FolderImage = String.Format("/Upload/truyen/{0}/{1}", c.ComicId, c.ChapterId);
            var comic = WcDbContext.comics.Single(comic1 => comic1.ComicId == c.ComicId);

            comic.UpdateAt = DateTime.Now;

            WcDbContext.SaveChanges();

            return(c);
        }
Exemplo n.º 5
0
        public chapter Add(chapter chapter, int userId)
        {
            var comic = WcDbContext.comics.Single(c =>
                                                  c.UserId == userId && c.user.RoleId < 3 && c.StatusComicId < 4 && c.ComicId == chapter.ComicId);

            if (comic != null)
            {
                var checkeName =
                    WcDbContext.chapters.Where(chapter1 =>
                                               chapter1.NameChapter.Equals(chapter.NameChapter) && chapter1.ComicId == chapter.ComicId)
                    .Count();

                if (checkeName == 0)
                {
                    var num = WcDbContext.chapters.Where(chapter1 => chapter1.ComicId == chapter.ComicId)
                              .Max(chapter1 => chapter1.NumChapter);

                    if (num != null)
                    {
                        chapter.NumChapter = num + 1;
                    }

                    //thêm chapter
                    var ct = WcDbContext.chapters.Add(chapter);

                    //Cập nhật time
                    comic.UpdateAt = DateTime.Now;

                    ct.FolderImage = String.Format("/Upload/truyen/{0}/{1}_{2}", ct.ComicId,
                                                   ct.NameChapter.Replace(" ", "_"), DateTime.Now.ToString("ddMMyy_hhmm"));

                    WcDbContext.SaveChanges();

                    return(ct);
                }
            }

            return(null);
        }
Exemplo n.º 6
0
        //xóa chapter
        public Boolean DeleteChapter()
        {
            if (CheckStatusUser())
            {
                return(false);
            }

            if (!CheckViewer())
            {
                chapter chapter = new chapter();
                chapter.ChapterId = Convert.ToInt32(Request["id"]);

                int userId = _user.UserId;

                ChapterDAO chapterDao = new ChapterDAO();

                var n = chapterDao.Delete(chapter, userId);

                return(n == 1);
            }

            return(false);
        }
Exemplo n.º 7
0
    //Loads given chapter from file for future level loading
    public void loadChapter(int chapter)
    {
        chapterNumber = chapter;                                          //Store current chapter number for future use
        string chapterFilePath = chapterFilePathStub + chapter + ".json"; //Get full file path to this chapter

        Debug.Log("Loaded: " + chapterFilePath);

        //ALL THIS FILE CHECKING STUFF SHOULD GO FOR FINAL RELEASE, ABSOLUTELY NOT NECESSARY BUT KINDA MAKES ANY TWEAKS DURING DEV EASIER
        //If chapter save file doesn't exist at persistent path, load the default from Resources and store its file at correct path
        if (!File.Exists(chapterFilePath))
        {
            File.WriteAllText(chapterFilePath, Resources.Load <TextAsset>("chapter" + chapter).text);
            currentChapter = JsonUtility.FromJson <chapter>(File.ReadAllText(chapterFilePath)); //Use Unity's json parser to parse in text from file
                                                                                                //Convert into serializable levelCollection class and get the resulting array of levels
                                                                                                //Get saves from file and store them in a list
        }
        else//Check if level file is consistent with how levels are supposed to be, will make updates easier but maintain save info
        {
            currentChapter = JsonUtility.FromJson <chapter>(File.ReadAllText(chapterFilePath));                                //Load in save file

            level[] levelsCheck = JsonUtility.FromJson <chapter>(Resources.Load <TextAsset>("chapter" + chapter).text).levels; //Load in official default file to check against

            bool changeFound = false;                                                                                          //Whether a change has been found between save file and default

            for (int i = 0; i < currentChapter.levels.Length; i++)
            {
                //If a disparity is found, set stored level to match default official one
                if (levelsCheck[i].tiles.Length != currentChapter.levels[i].tiles.Length || levelsCheck[i].par != currentChapter.levels[i].par)
                {
                    currentChapter.levels[i] = levelsCheck[i];
                    changeFound = true;
                }
                else
                {
                    for (int j = 0; j < levelsCheck[i].tiles.Length; j++)
                    {
                        //Debug.Log(JsonUtility.ToJson(currentChapter.levels[i].tiles[j]));
                        if (JsonUtility.ToJson(currentChapter.levels[i].tiles[j]) != JsonUtility.ToJson(levelsCheck[i].tiles[j]))
                        {
                            currentChapter.levels[i] = levelsCheck[i];
                            break;
                        }

                        if (j >= levelsCheck[i].tiles.Length)
                        {
                            levelsCheck[i].best = currentChapter.levels[i].best;
                        }
                    }
                }
            }

            //If there's less levels in file than should be, reset to newer levels (this will retain high scores)
            if (currentChapter.levels.Length != levelsCheck.Length)
            {
                currentChapter.levels = levelsCheck;
                changeFound           = true;
            }

            //If change was found, overwrite old save file with updated one
            if (changeFound)
            {
                File.WriteAllText(chapterFilePathStub + chapterNumber + ".json", JsonUtility.ToJson(currentChapter));
            }
        }

        setupLevelButtons();                                               //Set up level buttons for chapter now that it's loaded

        Camera.main.GetComponent <sceneTransition>().slideToLevelSelect(); //Make slide transition to level select buttons
    }