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)); }
public ActionResult DeleteConfirmed(int id) { LostReason lostReason = db.LostReasons.Find(id); db.LostReasons.Remove(lostReason); db.SaveChanges(); return(RedirectToAction("Index")); }
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)); }
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)); }
// 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)); }
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(); }
//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); }
private IEnumerator DelayLost(LostReason reason) { yield return(new WaitForSeconds(2)); PlayerLost?.Invoke(reason); }
//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; }