public ArmyList Add(ArmyList armyList) { _context.ArmyLists.Add(armyList); _context.SaveChanges(); return(armyList); }
public ArmyList Update(ArmyList armyList) { _context.Attach(armyList).State = EntityState.Modified; _context.SaveChanges(); return(armyList); }
public int Remove(IUnit removeUnit) { var ind = ArmyList.IndexOf(removeUnit); ArmyList.Remove(removeUnit); return(ind); }
public ArmyListViewModel(ArmyList armyList) { Id = armyList.Id; Name = armyList.Name; Data = armyList.Data; ModificationDate = armyList.ModificationDate; }
public ArmyList Update(ArmyList armyList) { ArmyList oldList = _armyLists.FirstOrDefault(al => al.Id == armyList.Id); oldList.Name = armyList.Name; return(armyList); }
public void ClearAll() { PlayerList.Clear(); CityList.Clear(); ArmyList.Clear(); ResearchList.Clear(); DebugList.Clear(); }
public ActionResult DeleteConfirmed(int id) { ArmyList armyList = db.ArmyLists.Find(id); db.ArmyLists.Remove(armyList); db.SaveChanges(); return(RedirectToAction("Index")); }
public ArmyListViewModel(ArmyList armyList) { ArmyList = armyList; UpdateArmyListDataSource(); UpdateForceOrgCount(); Units.CollectionChanged += UnitsOnCollectionChanged; UpdateArmyUnitsListDataSource(); UpdatePointsTotal(); }
public ActionResult Edit([Bind(Include = "ID,Title,DateCreated,MainFaction,SubFaction,PointTotal")] ArmyList armyList) { if (ModelState.IsValid) { db.Entry(armyList).State = EntityState.Modified; db.SaveChanges(); return(RedirectToAction("Index")); } return(View(armyList)); }
/// <summary> /// 处理添加单位 /// </summary> /// <param name="army"></param> private void processAddArmy(GameObject army) { OtherArmyCtrl otherArmyCtrl = army.gameObject.GetComponent <OtherArmyCtrl>(); //therArmyCtrl.Init(); otherArmyCtrl.ArmySelectDelegate = processOtherArmySelect; OtherArmyCtrlList.Add(otherArmyCtrl); ArmyList.Add(army); }
public ActionResult Create([Bind(Include = "ID,Title,DateCreated,MainFaction,SubFaction,PointTotal")] ArmyList armyList) { if (ModelState.IsValid) { db.ArmyLists.Add(armyList); db.SaveChanges(); return(RedirectToAction("Index")); } return(View(armyList)); }
public void RemoveArmy(Army army) { if (ArmyList.Contains(army)) { ArmyList.Remove(army); manager.RemoveArmy(army); } else { throw new System.ArgumentException("Attempt to remove army not owned by player"); } }
public IActionResult Edit(ArmyList armyList) { if (ModelState.IsValid) { _service.Update(armyList); return(RedirectToAction("Details", "Home", new { id = armyList.Id })); } else { return(RedirectToAction("Index", "Home")); } }
// GET: ArmyLists/Delete/5 public ActionResult Delete(int?id) { if (id == null) { return(new HttpStatusCodeResult(HttpStatusCode.BadRequest)); } ArmyList armyList = db.ArmyLists.Find(id); if (armyList == null) { return(HttpNotFound()); } return(View(armyList)); }
public ActionResult Delete(int id) { try { ArmyList armyList = db.ArmyLists.Find(id); db.ArmyLists.Remove(armyList); db.SaveChanges(); } catch (DataException /*dex*/) { //dex for logging return(RedirectToAction("Delete", new { id = id, SaveChangError = true })); } return(RedirectToAction("Index")); }
public async Task <ActionResult <ArmyListViewModel> > Create(ArmyListEditViewModel model) { var user = await GetClaimedUser(); if (user == null) { return(Forbid()); } var armyList = new ArmyList(model.Name, user.Id, model.Data, DateTime.UtcNow); _context.ArmyLists.Add(armyList); await _context.SaveChangesAsync(); return(Ok(new ArmyListViewModel(armyList))); }
public IActionResult Create(ArmyList armyList) { if (ModelState.IsValid) { ArmyList newList = new ArmyList() { Name = armyList.Name, }; newList = _service.Add(armyList); return(RedirectToAction(nameof(Details), new { id = newList.Id })); } else { return(View()); } }
// GET: ArmyLists/Delete/5 public ActionResult Delete(int?id, bool?saveChangesError = false) { if (id == null) { return(new HttpStatusCodeResult(HttpStatusCode.BadRequest)); } if (saveChangesError.GetValueOrDefault()) { ViewBag.ErrorMessage = "Delete failed. Try again, and if the problem persists see your system administrator."; } ArmyList armyList = db.ArmyLists.Find(id); if (armyList == null) { return(HttpNotFound()); } return(View(armyList)); }
public ActionResult Create([Bind(Include = "Title,DateCreated,Verified")] ArmyList armyList) { try { if (ModelState.IsValid) { db.ArmyLists.Add(armyList); db.SaveChanges(); return(RedirectToAction("Index")); } } catch (DataException /*dex*/) { //Log the error, uncomment dex and add it to log ModelState.AddModelError("", "Unable to save changes. Try again, if the problem persists contact your system administrator."); } return(View(armyList)); }
/// <summary> /// 检查单位是否死亡 /// </summary> /// <returns></returns> private void checkArmyDead() { int index = 0; bool isdead = false; foreach (var item in OtherArmyCtrlList) { if (item.armyState.Hp <= 0) { Dispatch(AreoCode.UI, UIEvent.PROMPT_PANEL_EVENTCODE, "敌方单位死亡"); if (item.armyState.MoveType == ArmyMoveType.SKY) { //如果是飞行单位 ArmyList.Remove(item.OtherMapPintctrl.SkyArmy); Destroy(item.OtherMapPintctrl.SkyArmy); item.OtherMapPintctrl.RemoveSkyArmy(); } else if (item.armyState.MoveType == ArmyMoveType.LAND) { //如果是陆地单位 ArmyList.Remove(item.OtherMapPintctrl.LandArmy); Destroy(item.OtherMapPintctrl.LandArmy); item.OtherMapPintctrl.RemoveLandArmy(); } isdead = true; break; } index++; } if (isdead) { OtherArmyCtrlList.RemoveAt(index); } isdead = false; }
public void Push(IUnit unit) { ArmyList.Add(unit); }
public int IndexOf(IUnit unit) { return(ArmyList.IndexOf(unit)); }
public List <IUnit> ConstructArmy(int money, string name) { Random random = new Random(); var infantryFactory = new InfantryFactory(); var knightFactory = new KnightFactory(); var archerFactory = new ArcherFactory(); var healerFactory = new HealerFactory(); var wizardFactory = new WizardFactory(); while (money > 0) { int character = random.Next(1, 6); if (character == 1) { if (money >= DefaultSettings.Infantry.Price) { var newUnit = infantryFactory.CreateUnit(); ArmyList.Add(newUnit); money -= newUnit.Price; } else { break; } } else if (character == 2) { if (money >= DefaultSettings.Knight.Price) { var newUnit = knightFactory.CreateUnit(); ArmyList.Add(newUnit); money -= newUnit.Price; } else { if (money >= DefaultSettings.Infantry.Price) { var newUnit = infantryFactory.CreateUnit(); ArmyList.Add(newUnit); money -= newUnit.Price; } else { break; } } } else if (character == 3) { if (money >= DefaultSettings.Archer.Price) { var newUnit = archerFactory.CreateUnit(); ArmyList.Add(newUnit); money -= newUnit.Price; } else { if (money >= DefaultSettings.Infantry.Price) { var newUnit = infantryFactory.CreateUnit(); ArmyList.Add(newUnit); money -= newUnit.Price; } else { break; } } } else if (character == 4) { if (money >= DefaultSettings.Healer.Price) { var newUnit = healerFactory.CreateUnit(); ArmyList.Add(newUnit); money -= newUnit.Price; } else if (money >= DefaultSettings.Archer.Price) { Random between = new Random(); if (between.Next(1, 11) % 2 == 0) { var newUnit = archerFactory.CreateUnit(); ArmyList.Add(newUnit); money -= newUnit.Price; } else { var newUnit = knightFactory.CreateUnit(); ArmyList.Add(newUnit); money -= newUnit.Price; } } else { if (money >= DefaultSettings.Infantry.Price) { var newUnit = infantryFactory.CreateUnit(); ArmyList.Add(newUnit); money -= newUnit.Price; } else { break; } } } else { if (money >= DefaultSettings.Wizard.Price) { var newUnit = wizardFactory.CreateUnit(); ArmyList.Add(newUnit); money -= newUnit.Price; } else if (money >= DefaultSettings.Healer.Price) { var newUnit = healerFactory.CreateUnit(); ArmyList.Add(newUnit); money -= newUnit.Price; } else if (money >= DefaultSettings.Archer.Price) { Random between = new Random(); if (between.Next(1, 11) % 2 == 0) { var newUnit = archerFactory.CreateUnit(); ArmyList.Add(newUnit); money -= newUnit.Price; } else { var newUnit = knightFactory.CreateUnit(); ArmyList.Add(newUnit); money -= newUnit.Price; } } else { if (money >= DefaultSettings.Infantry.Price) { var newUnit = infantryFactory.CreateUnit(); ArmyList.Add(newUnit); money -= newUnit.Price; } else { break; } } } } return(ArmyList); }
public ArmyList Add(ArmyList armyList) { armyList.Id = _armyLists.Max(al => al.Id) + 1; _armyLists.Add(armyList); return(armyList); }
private void RemoveSelectedList(ArmyList list) { ArmyLists?.Remove(list); }
public void AddList(ArmyList newList) { ArmyLists?.Add(newList); }
public void AddArmy(Army army, Pos dest) { // create new army object ArmyList.Add(army); manager.AddArmy(army, dest); }