Пример #1
0
    void SetXuanXiangKuangPos(SSGameDataCtrl.XuanXiangMoveDir dir)
    {
        if (IsLockPanel || m_XuanXiangKuang == null)
        {
            return;
        }

        int offsetVal = dir == SSGameDataCtrl.XuanXiangMoveDir.Right ? 1 : -1;

        IndexXuanXiang += offsetVal;
        if (IndexXuanXiang < (int)SSGameDataCtrl.XuanXiangState.XuanXiang01)
        {
            //到达右极限.
            IndexXuanXiang = m_XuanXiangPosArray.Length - 1;
        }

        if (IndexXuanXiang >= m_XuanXiangPosArray.Length)
        {
            //到达左极限.
            IndexXuanXiang = (int)SSGameDataCtrl.XuanXiangState.XuanXiang01;
        }
        m_XuanXiangState = (SSGameDataCtrl.XuanXiangState)IndexXuanXiang;
        m_XuanXiangKuang.localPosition = m_XuanXiangPosArray[IndexXuanXiang];

        switch (m_GameDlgState)
        {
        case GameDlgState.Null:
        {
            break;
        }

        default:
        {
            //对话框界面只有2个按键的.
            if (m_XuanXiangState == SSGameDataCtrl.XuanXiangState.XuanXiang01)
            {
                //拒绝按键.
                m_BtState = BtState.JuJue;
            }
            else if (m_XuanXiangState == SSGameDataCtrl.XuanXiangState.XuanXiang02)
            {
                //同意按键.
                m_BtState = BtState.TongYi;
            }
            break;
        }
        }
        UnityLog("SetXuanXiangKuangPos -> dir == " + dir + ", m_XuanXiangState == " + m_XuanXiangState
                 + ", GameDlgState == " + m_GameDlgState + ", BtState == " + m_BtState);
    }
Пример #2
0
        /// <summary>
        ///     Create State
        /// </summary>
        /// <param name="obj"></param>
        /// <returns></returns>
        public async Task <string> CreateState(StateDTO obj)
        {
            string status = "";

            try
            {
                //Check Country
                var checkcountry = await _context.BtCountry.AsNoTracking().FirstOrDefaultAsync(x => x.CountryCode == obj.countrycode);

                if (checkcountry == null)
                {
                    status = "The country code is not valid.";
                    return(status);
                }

                //Check Country
                var checkstate = await _context.BtState.AsNoTracking()
                                 .FirstOrDefaultAsync(x => x.Name == obj.name && x.CountryId == checkcountry.CountryId);

                if (checkstate != null)
                {
                    status = string.Format(ResponseErrorMessageUtility.RecordExistBefore, obj.name);
                    return(status);
                }

                //Assign State Code
                var getstate = await _context.BtState.AsNoTracking()
                               .Where(x => x.CountryId == checkcountry.CountryId && !x.StateCode.Contains("N/A"))
                               .Select(x => int.Parse(x.StateCode)).ToListAsync();

                var getLastID = (getstate.Count() > 0) ? getstate.Max() : 0;



                BtState newrecord = new BtState
                {
                    Name         = obj.name,
                    StateCode    = Convert.ToString(getLastID + 1),
                    CountryId    = checkcountry.CountryId,
                    CreatedBy    = _authUser.Name,
                    CreatedDate  = DateTime.Now,
                    IsActive     = true,
                    LastModified = null,
                    ModifiedBy   = null
                };
                _context.BtState.Add(newrecord);
                if (await _context.SaveChangesAsync() > 0)
                {
                    status = "1";

                    return(status);
                }
                else
                {
                    status = ResponseErrorMessageUtility.RecordNotSaved;
                    return(status);
                }
            }
            catch (Exception ex)
            {
                _logger.LogError(ex.Message);
                status = ResponseErrorMessageUtility.RecordNotSaved;
                return(status);
            }
        }