public ActionResult Index() { CollectionLoader component = new CollectionLoader(); HomeModel model = new HomeModel(); return(View(model)); }
// Use this for initialization void Start() { float xPos = 0F; float yPos = 0F; float scale = 0.25F; float xOffset = scale * 10F; //float rotation = 6F; int handId = 0; List <Card> hand = new List <Card>(); hand = CollectionLoader.LoadCollection(); for (int i = 0; i < 3; i++) { Card card = hand[i]; GameObject cardClone = Instantiate(cardPrefab, new Vector3(0F, 0F, 0F), Quaternion.Euler(0, 0, 0)) as GameObject; SpawnCard SpawnCard = new SpawnCard(); SpawnCard.CreateCard(cardClone, card, manaPrefab); cardClone.name = handId.ToString(); cardClone.transform.parent = transform; cardClone.transform.localPosition = new Vector3(xPos, yPos, (float)-handId); cardClone.transform.localScale = new Vector3(scale, scale, 0.5F); xPos += xOffset; handId += 1; } }
public ModelController(ModelControllerConfig config, ModelData modelData, ModelLoader modelLoader, CollectionLoader collectionLoader, ItemLoader itemLoader, PartLoader partLoader) { this.config = config; this.modelData = modelData; this.collectionLoader = collectionLoader; this.modelLoader = modelLoader; this.itemLoader = itemLoader; this.partLoader = partLoader; InitSpawnRatios(); }
/// <summary> /// Create the <see cref="CollectionLoader" /> /// </summary> /// <param name="factory"></param> /// <returns></returns> protected override ICollectionInitializer CreateCollectionInitializer(ISessionFactoryImplementor factory) { Loader.Loader nonbatchLoader = new CollectionLoader(this, factory); if (batchSize > 1) { Loader.Loader batchLoader = new CollectionLoader(this, batchSize, factory); int smallBatchSize = ( int )Math.Round(Math.Sqrt(batchSize)); Loader.Loader smallBatchLoader = new CollectionLoader(this, smallBatchSize, factory); // the strategy for choosing batch or single load: return(new BatchingCollectionInitializer(this, batchSize, batchLoader, smallBatchSize, smallBatchLoader, nonbatchLoader)); } else { // don't do batch loading return(( ICollectionInitializer )nonbatchLoader); } }
void OnMouseDown() { if (mouseOver) { PlayerManager pm = new PlayerManager(); Board board = PlayerManager.player.Board; List <Card> cardList = new List <Card>(); cardList = CollectionLoader.LoadCollection(); if (PlayerManager.selectionId >= 0) { string parentName = transform.parent.name; //int tileId = int.Parse(parentName.Substring(parentName.LastIndexOf("Tile_") + 1)); int tileId = int.Parse(parentName.Substring(5)); board.summonUnit(tileId, cardList[PlayerManager.selectionId]); PlayerManager.selectionId = -1; } } }
// Use this for initialization void Start() { List <Card> cardCollection = new List <Card>(); cardCollection = CollectionLoader.LoadCollection(); float xPos = -4F; foreach (Card card in cardCollection) { GameObject cardClone = Instantiate(cardPrefab, new Vector3(0F, 0F, 0F), Quaternion.Euler(0, 0, 0)) as GameObject; SpawnCard SpawnCard = new SpawnCard(); SpawnCard.CreateCard(cardClone, card, manaPrefab); cardClone.name = "Card_" + card.Id; cardClone.transform.parent = transform; cardClone.transform.localPosition = new Vector3(xPos, 0F, 0F); cardClone.transform.localScale = new Vector3(0.35F, 0.35F, 0.5F); xPos += 4; } }
/// <summary> /// /// </summary> /// <param name="beatmapBase">Object that</param> public OsuFileIo(Beatmap beatmapBase) { OsuDatabase = new OsuDatabase(beatmapBase); CollectionLoader = new CollectionLoader(OsuDatabase.LoadedMaps); ScoresLoader = new ScoresDatabaseIo(ScoresDatabase); }
public ModelLoader(PrefsWrapper wrapper, CollectionLoader collectionLoader, PartLoader partLoader) { this.wrapper = wrapper; this.collectionLoader = collectionLoader; this.partLoader = partLoader; }