public async Task <IActionResult> Edit(Guid id, [Bind("ID,CreatedDateUtc,IsActive,Name,Description")] LostReason lostReason)
        {
            if (id != lostReason.ID)
            {
                return(NotFound());
            }

            if (ModelState.IsValid)
            {
                try
                {
                    _context.Update(lostReason);
                    await _context.SaveChangesAsync();
                }
                catch (DbUpdateConcurrencyException)
                {
                    if (!LostReasonExists(lostReason.ID))
                    {
                        return(NotFound());
                    }
                    else
                    {
                        throw;
                    }
                }
                return(RedirectToAction(nameof(Index)));
            }
            return(View(lostReason));
        }
Пример #2
0
        public ActionResult DeleteConfirmed(int id)
        {
            LostReason lostReason = db.LostReasons.Find(id);

            db.LostReasons.Remove(lostReason);
            db.SaveChanges();
            return(RedirectToAction("Index"));
        }
Пример #3
0
 public ActionResult Edit([Bind(Include = "lostReasonId,reason")] LostReason lostReason)
 {
     if (ModelState.IsValid)
     {
         db.Entry(lostReason).State = EntityState.Modified;
         db.SaveChanges();
         return(RedirectToAction("Index"));
     }
     return(View(lostReason));
 }
Пример #4
0
        public ActionResult Create([Bind(Include = "lostReasonId,reason")] LostReason lostReason)
        {
            if (ModelState.IsValid)
            {
                db.LostReasons.Add(lostReason);
                db.SaveChanges();
                return(RedirectToAction("Index"));
            }

            return(View(lostReason));
        }
        public async Task <IActionResult> Create([Bind("ID,CreatedDateUtc,IsActive,Name,Description")] LostReason lostReason)
        {
            if (ModelState.IsValid)
            {
                lostReason.ID = Guid.NewGuid();
                _context.Add(lostReason);
                await _context.SaveChangesAsync();

                return(RedirectToAction(nameof(Index)));
            }
            return(View(lostReason));
        }
Пример #6
0
        // GET: LostReasons/Delete/5
        public ActionResult Delete(int?id)
        {
            if (id == null)
            {
                return(new HttpStatusCodeResult(HttpStatusCode.BadRequest));
            }
            LostReason lostReason = db.LostReasons.Find(id);

            if (lostReason == null)
            {
                return(HttpNotFound());
            }
            return(View(lostReason));
        }
Пример #7
0
    private void OnPlayerLost(LostReason reason)
    {
        string subtitle = "";

        switch (reason)
        {
        case LostReason.GateIsBroken:
            subtitle = "Ворота сломаны";
            break;

        case LostReason.PlayerIsDead:
            subtitle = "Вы погибли";
            break;
        }

        SwitchInputToMenu();
        ShowGameOverScreen("Поражение", subtitle);
        CloseGameUI();
    }
Пример #8
0
    //returns whether or not the player has lost, based on things such as dying from an enemy, and falling out of the world
    private bool hasLost()
    {
        bool hasLost = false;

        if (timeRemaining <= 0)
        {
            endReason = LostReason.time;
            hasLost   = true;
        }

        else if (rb.position.y <= -10)
        {
            endReason = LostReason.fall;
            hasLost   = true;
        }

        else if (endReason == LostReason.enemy)
        {
            hasLost = true;
        }
        return(hasLost);
    }
Пример #9
0
    private IEnumerator DelayLost(LostReason reason)
    {
        yield return(new WaitForSeconds(2));

        PlayerLost?.Invoke(reason);
    }
Пример #10
0
    //returns whether or not the player has lost, based on things such as dying from an enemy, and falling out of the world
    private bool hasLost()
    {
        bool hasLost = false;
        if (timeRemaining <= 0)
        {
            endReason = LostReason.time;
            hasLost = true;
        }

        else if (rb.position.y <= -10)
        {
            endReason = LostReason.fall;
            hasLost = true;
        }

        else if (endReason == LostReason.enemy)
        {
            hasLost = true;
        }
        return hasLost;
    }