// Use this for initialization void Start() { spriteDict = new Dictionary<string, Sprite>(); loadSprites(); rm = new RoomManager(); }
void Start() { im = GlobalVars.interact_mode; rm = GlobalVars.room_manager; dia = GlobalVars.description_ui; dm = GlobalVars.dialogue_manager; }
public Dungeon MakeDungeon() { roomManager = GameObject.FindGameObjectWithTag("RoomManager").transform; if(roomManager == null) { Debug.LogError("There is no RoomManager in the scene. Level can't be built."); } else { roomManagerScript = roomManager.GetComponent<RoomManager>(); if (roomManagerScript == null) Debug.LogError("No RoomManager script attached to the RoomManager"); } dun = this.dFactory.createDungeon(gridWidth, gridHeight, linearProb); List<ConcreteRoom> rooms = dun.getDungeonRooms(); foreach(ConcreteRoom cRoom in dun.getDungeonRooms()) { cRoom.setRoomPrefab(roomManagerScript); cRoom.setWallPrefab(roomManagerScript); } spawnRooms(dun.getDungeonRooms()); return dun; }
public static RoomManager getInstance() { if (instance == null) { instance = new RoomManager(); } return instance; }
public override void setWallPrefab(RoomManager roomManagerScript) { this.leftWallPrefab = roomManagerScript.getRoomWall(); this.rightWallPrefab = roomManagerScript.getRoomWall(); this.topWallPrefab = roomManagerScript.getRoomWall(); this.bottomWallPrefab = roomManagerScript.getRoomWall(); }
public void Start() { PlayerVariables.bPlayingOnServer = true; _RoomCreatorGUI = new RoomCreatorGUI(0, 0); _RoomManager = new RoomManager(); _RoomViewGUI = new RoomViewGUI(200, 0); _RoomCreatorGUI.OnCreateGameCallback(delegate(string roomName, string roomPassword) { Application.LoadLevel("SetupAGame"); networkView.RPC("CreateRoom", RPCMode.Server, roomName, roomPassword, Network.player); }); _RoomCreatorGUI.OnRefreshCallback(delegate { RefreshRoomList(); }); _RoomViewGUI.OnEnterRoomCallback(delegate(int roomIndex) { networkView.RPC("RequestEnterRoom", RPCMode.Server, Network.player, roomIndex); }); _RoomViewGUI.SetRoomManager(_RoomManager); RefreshRoomList(); }
void Awake() { if (it != this) { it = this; Init(); } }
void Awake() { _rectTransform = GetComponent<RectTransform>(); _roomManager = GameObject.FindGameObjectWithTag(Tags.ROOMMANAGER).GetComponent<RoomManager>(); for (int i = 0; i < transform.childCount; i++) { _myChildren.Add(transform.GetChild(i).gameObject); } }
public void Awake() { if (Instance != null) { Destroy(gameObject); return; } Instance = this; }
// Use this for initialization public void Fill() { cible.Clear (); ratioMax = 0; ratioX = 0; ratioY = 0; ratio = 0; GameManager = GameObject.FindGameObjectWithTag ("Manager"); Grid = GameManager.GetComponent<GridManager> (); RoomLists = GameManager.GetComponent<RoomManager> (); for (int x = 0; x < Grid.DungeonLength; x++) { for (int y = 0; y < Grid.DungeonWidth; y++) { if (Grid._Dungeon [x, y] != null) { ratioX = 11 - x; ratioY = 11 - y; ratio = ratioX + ratioY; if (ratio < 0) { ratioX = x-11; ratioY = y-11; ratio = ratioX + ratioY; } if (ratio == ratioMax) { cible.Add(Grid._Dungeon[x,y]); } else { if (ratio > ratioMax) { ratioMax = ratio; cible.Clear(); cible.Add(Grid._Dungeon[x,y]); } } } } } foreach (GameObject room in cible) { GameObject EndRoom = Instantiate (End) as GameObject; EndRoom.transform.position = room.transform.position; } }
void Start() { _workflow = GetComponentInParent<RoomWorkflow>(); _roomManager = GetComponentInParent<RoomManager>(); if (_roomManager == null) { Debug.LogError("Expected exitdoorway to have a room manager parent"); } InitExitSet(); }
// Use this for initialization void Start() { instance = this; roomScript = GetComponent<RoomManager>(); InitGame(); this.player = PlayerController.instance; this.camera = CameraController.instance; this.roomWidth = this.roomScript.columns; this.roomHeight = this.roomScript.rows; this.numRooms = this.roomScript.roomSide; }
void Start() { im = GlobalVars.interact_mode; rm = GlobalVars.room_manager; dia = GlobalVars.dialogue_box; /* GameObject camera = GameObject.Find ("Main Camera"); if(camera) di = camera.GetComponent<DrawInventory>(); else di = null; */ }
void Start() { collider.isTrigger = false; //if (renderer != null) renderer.material.color = Color.grey; _roomManager = GetComponentInParent<RoomManager>(); if (_roomManager == null) { Debug.LogError("Expected exitdoorway to have a room manager parent"); } if (StartsActive) { Activate(); } }
// Use this for initialization void Start() { this.roomManager = world.GetComponent<RoomManager> (); this.rt = this.GetComponent<RectTransform> (); }
void Start() { rm = GlobalVars.room_manager; }
public Game(int conns) { this.ClientManager = new GameClientManager(conns); if (GoldTree.GetConfig().data["client.ping.enabled"] == "1") { this.ClientManager.method_10(); } DateTime arg_45_0 = DateTime.Now; Logging.smethod_0("Connecting to database..."); using (DatabaseClient adapter = GoldTree.GetDatabase().GetClient()) { Logging.WriteLine("completed!"); GoldTree.Class3_0 = this; this.method_17(adapter); this.BanManager = new ModerationBanManager(); this.RoleManager = new RoleManager(); this.HelpTool = new HelpTool(); this.Catalog = new Catalog(); this.Navigator = new Navigator(); this.ItemManager = new ItemManager(); this.RoomManager = new RoomManager(); this.AdvertisementManager = new AdvertisementManager(); this.PixelManager = new PixelManager(); this.AchievementManager = new AchievementManager(); this.ModerationTool = new ModerationTool(); this.BotManager = new BotManager(); this.Marketplace = new Marketplace(); this.QuestManager = new QuestManager(); this.class8_0 = new GoldTreeEnvironment(); this.Groups = new Groups(); GoldTreeEnvironment.smethod_0(adapter); this.BanManager.method_0(adapter); LicenseTools.String_5 = "FB3A78763D7819F39D79781F6F8DFCCD"; this.RoleManager.method_0(adapter); this.HelpTool.method_0(adapter); this.HelpTool.method_3(adapter); this.ModerationTool.method_1(adapter); this.ModerationTool.method_2(adapter); LicenseTools.String_5 = "B8AC48FA7DB791129E59CBA4BC2CC5DD"; this.ItemManager.method_0(adapter); LicenseTools.String_5 = "7866151A40EEB2379D61F640B26ED23B"; this.Catalog.method_0(adapter); this.Catalog.method_1(); this.Navigator.method_0(adapter); LicenseTools.String_5 = LicenseTools.String_6; this.RoomManager.method_8(adapter); this.RoomManager.method_0(); this.class276_0 = new NavigatorCache(); this.AdvertisementManager.method_0(adapter); this.BotManager.method_0(adapter); LicenseTools.String_5 = LicenseTools.String_3; LicenseTools.String_5 = LicenseTools.String_6.Length.ToString(); AchievementManager.smethod_0(adapter); this.PixelManager.method_0(); ChatCommandHandler.smethod_0(adapter); LicenseTools.String_5 = LicenseTools.String_3.Length.ToString(); this.QuestManager.method_0(); Groups.smethod_0(adapter); this.method_0(adapter, 1); } this.task_0 = new Task(new Action(LowPriorityWorker.smethod_0)); this.task_0.Start(); }
// Use this for initialization void Start() { curPos = transform.position; roomManager = (RoomManager)GameObject.Find("Left4").GetComponent(typeof(RoomManager)); }
private void Start() { lvManager = GetComponentInParent <LevelManager>(); myRoomManager = GetComponentInParent <RoomManager>(); }
/// <summary> /// 绑定房间状态 /// </summary> public void BindRoomState() { this.dlRoomState.DataSource = RoomManager.GetAllRoomsByTypeId(0); this.dlRoomState.DataBind(); }
public override Result Process() { var result = new ValueResult <IEnumerable <Room> >(RoomManager.GetEmptyRooms()); return(result); }
// Use this for initialization void Start() { Cursor.lockState = CursorLockMode.Locked; gameObject.transform.position = new Vector3(9.5f, -1.5f, 1.1f); //cam1.transform.position = new Vector3(-12.591f, 3.0f, -4.65f); //cam2.transform.position = new Vector3(-17.47f, 3.0f, 17.7f); //load in our cameras totalCamera.Add(cam1); totalCamera.Add(cam2); totalCamera.Add(cam3); totalCamera.Add(cam4); totalCamera.Add(cam5); totalCamera.Add(cam6); totalCamera.Add(cam7); totalCamera.Add(cam8); totalCamera.Add(cam9); totalCamera.Add(cam10); totalCamera.Add(cam11); totalCamera.Add(cam12); totalCamera.Add(cam13); totalCamera.Add(cam14); totalCamera.Add(cam15); //original rotations to reset to ogRotation.Add(cam1.transform.rotation.eulerAngles); ogRotation.Add(cam2.transform.rotation.eulerAngles); ogRotation.Add(cam3.transform.rotation.eulerAngles); ogRotation.Add(cam4.transform.rotation.eulerAngles); ogRotation.Add(cam5.transform.rotation.eulerAngles); ogRotation.Add(cam6.transform.rotation.eulerAngles); ogRotation.Add(cam7.transform.rotation.eulerAngles); ogRotation.Add(cam8.transform.rotation.eulerAngles); ogRotation.Add(cam9.transform.rotation.eulerAngles); ogRotation.Add(cam10.transform.rotation.eulerAngles); ogRotation.Add(cam11.transform.rotation.eulerAngles); ogRotation.Add(cam12.transform.rotation.eulerAngles); ogRotation.Add(cam13.transform.rotation.eulerAngles); ogRotation.Add(cam14.transform.rotation.eulerAngles); ogRotation.Add(cam15.transform.rotation.eulerAngles); if (OverID == 1) { if (camChoice) { totalCamera[3].GetComponentInChildren <Camera>().enabled = true; } else { totalCamera[3].GetComponentInChildren <Camera>().enabled = false; } for (int i = 0; i < 3; i++) { totalCamera[i].GetComponentInChildren <Camera>().enabled = false; } for (int i = 4; i < totalCamera.Count; i++) { totalCamera[i].GetComponentInChildren <Camera>().enabled = false; } camRoomName = "Room4"; trapSelect = 4; } else if (OverID == 2) { if (camChoice) { totalCamera[11].GetComponentInChildren <Camera>().enabled = true; } else { totalCamera[11].GetComponentInChildren <Camera>().enabled = false; } for (int i = 0; i < 11; i++) { totalCamera[i].GetComponentInChildren <Camera>().enabled = false; } for (int i = 12; i < totalCamera.Count; i++) { totalCamera[i].GetComponentInChildren <Camera>().enabled = false; } camRoomName = "Room12"; trapSelect = 12; } theRoomManager = GameObject.FindGameObjectWithTag("RoomManager").GetComponent <RoomManager>(); }
public ActionResult Research() { // En premier lieu, je récupère les informations envoyées par le formulaire (sauf le nombre de personnes) string location = Request["location"].ToString(); DateTime dateStart = Convert.ToDateTime(Request["checkIn"]); DateTime dateEnd = Convert.ToDateTime(Request["checkOut"]); int category = Convert.ToInt16(Request["category"]); // Pour les checkboxes, j'effectue un test de ce qu'elles retournent pour leur affecter la bonne valeur Boolean hasWifi, hasParking, hasTV, hasHairDryer; if (Convert.ToString(Request["wifi"]) == "wifi") { hasWifi = true; } else { hasWifi = false; } if (Convert.ToString(Request["parking"]) == "parking") { hasParking = true; } else { hasParking = false; } if (Convert.ToString(Request["tv"]) == "tv") { hasTV = true; } else { hasTV = false; } if (Convert.ToString(Request["hairDryer"]) == "hairDryer") { hasHairDryer = true; } else { hasHairDryer = false; } // D'abord, je récupère la liste des hôtels correspondant à la recherche (test pour savoir si elle est avancée) List <Hotel> hotels = new List <Hotel>(); if (category.Equals(0) && hasWifi.Equals(false) && hasParking.Equals(false)) { hotels = HotelManager.GetAllHotelsSimple(location); } else { hotels = HotelManager.GetAllHotelsAdvanced(location, category, hasWifi, hasParking); } // Je récupère, pour chaque hôtel, la liste de toutes les photos qui lui correspondent // Puis, pour chaque hôtel, je vais rechercher la liste de toutes ses chambres // Je vais également rechercher la liste des chambres correspondant à la recherche (test pour savoir si elle est avancée) // Tout cela est effectué sur la base du ViewModel "HotelsWithRoomsVM" List <HotelsWithRoomsVM> list = new List <HotelsWithRoomsVM>(); if (hotels != null) { foreach (var item in hotels) { // Ici, je récupère toutes les photos liées à un hôtel // La fonction DISTINCT est utilisée puisque beaucoup d'URL dans la BDD sont identiques IEnumerable <Picture> pics = PictureManager.GetAllPictures(item.IdHotel); List <string> urls = pics.Select(pic => pic.Url).Distinct().ToList(); // Je récupère toutes les chambres qui sont liées à l'hôtel List <Room> rooms = RoomManager.GetAllRooms(item.IdHotel); decimal totalPrice = 0; int numberRooms = rooms.Count(); foreach (var element in rooms) { totalPrice += element.Price; } // Je calcule un prix moyen pour l'hôtel, en fonction de toutes les chambres int avgPrice = (int)(Math.Round((totalPrice / numberRooms), 0)); // Je récupère une liste de chambres occupées et une liste de chambres disponibles List <Room> occupiedRooms = RoomManager.GetOccupiedRooms(item.IdHotel, dateStart, dateEnd); List <Room> availableRooms = new List <Room>(); // Les chambres disponibles sont recherchées en fonction de la recherche simple ou avancée if (hasTV.Equals(false) && hasHairDryer.Equals(false)) { availableRooms = RoomManager.GetSearchedRoomsSimple(item.IdHotel, dateStart, dateEnd); } else { availableRooms = RoomManager.GetSearchedRoomsAdvanced(item.IdHotel, dateStart, dateEnd, hasTV, hasHairDryer); } // Pour chaque chambre disponible, je vais rechercher ses photos List <AvailableRoomVM> roomsList = new List <AvailableRoomVM>(); if (availableRooms != null) { foreach (var room in availableRooms) { IEnumerable <Picture> roomPics = PictureManager.GetRoomPictures(room.IdRoom); List <string> roomUrls = roomPics.Select(pic => pic.Url).Distinct().ToList(); AvailableRoomVM availableRoom = new AvailableRoomVM { IdRoom = room.IdRoom, Number = room.Number, Description = room.Description, Type = room.Type, Price = room.Price, HasTV = room.HasTV, HasHairDryer = room.HasHairDryer, PicturesUrls = roomUrls }; roomsList.Add(availableRoom); } } // Je calcule ensuite le taux d'occupation de l'hôtel selon la période sélectionnée par l'utilisateur var calcul = 0.0; if (occupiedRooms != null) { calcul = (double)((occupiedRooms.Count() * 100) / rooms.Count()); } int rate = (int)(Math.Round(calcul, 0)); // Je crée ensuite, selon le ViewModel HotelsWithRoomsVM, chaque hôtel et je l'ajoute à la liste HotelsWithRoomsVM hotelWithRooms = new HotelsWithRoomsVM { IdHotel = item.IdHotel, Name = item.Name, Description = item.Description, Location = item.Location, Category = item.Category, HasWifi = item.HasWifi, HasParking = item.HasParking, Phone = item.Phone, Email = item.Email, Website = item.Website, PicturesUrls = urls, Rooms = rooms, AvailableRooms = roomsList, OccupiedRooms = occupiedRooms, Occupation = rate, AveragePrice = avgPrice }; list.Add(hotelWithRooms); } } // Le dernier paramètre à tester est le nombre de personnes sélectionné // Si la capacité totale des chambres disponibles est inférieure au choix, la liste ne sera pas affichée int total = 0; foreach (var element in list) { if (element.AvailableRooms != null) { foreach (var item in element.AvailableRooms) { total = total + item.Type; } } } string personsString = Convert.ToString(Request["numberPersons"]); List <HotelsWithRoomsVM> emptyList = new List <HotelsWithRoomsVM>(); if (personsString.Equals("10+")) { if (total < 11) { list = emptyList; } } else { int persons = Convert.ToInt16(Request["numberPersons"]); if (total < persons) { list = emptyList; } } // Passage des informations de dates dans des variables "session" pour pouvoir les passer à la confirmation de réservation Session["dateStart"] = dateStart; Session["dateEnd"] = dateEnd; Session["duration"] = (dateEnd - dateStart).Days; // Je retourne la liste, désormais complète, à la vue return(View(list)); }
void Initiate(object sender, EventArgs e) { this.listView1.Clear(); this.listView1.View = View.Details; this.listView1.GridLines = true; this.listView1.Columns.Add("房间名称", listView1.Width / 5, HorizontalAlignment.Center); this.listView1.Columns.Add("房间类型", listView1.Width / 5, HorizontalAlignment.Center); this.listView1.Columns.Add("房间状态", listView1.Width / 5, HorizontalAlignment.Center); this.listView1.Columns.Add("房间日消费", listView1.Width / 5, HorizontalAlignment.Center); this.listView1.Columns.Add("房间押金", listView1.Width / 5, HorizontalAlignment.Center); ArrayList rooms = new RoomManager().GetAllRooms(); foreach (Room r in rooms) { ListViewItem lvi = new ListViewItem(); lvi.Text = r.Name; switch (r.Type) { case 0: lvi.SubItems.Add("单人间"); break; case 1: lvi.SubItems.Add("双人间"); break; case 2: lvi.SubItems.Add("三人间"); break; case 3: lvi.SubItems.Add("客房"); break; } switch (r.State) { case 0: lvi.SubItems.Add("空客房"); break; case 1: lvi.SubItems.Add("满客房"); break; case 2: lvi.SubItems.Add("脏客房"); break; case 3: lvi.SubItems.Add("维修中"); break; case 4: lvi.SubItems.Add("已到时"); break; } lvi.SubItems.Add(r.DayCount.ToString()); lvi.SubItems.Add(r.Deposit.ToString()); listView1.Items.Add(lvi); } }
public void Save() { RoomManager.SaveCurrentRoom(); }
private void Start() { RoomManager = FindObjectOfType <RoomManager>(); }
void Awake() { Instance = this; }
//private Dictionary<string, ChatRoom> _rooms; public ChatHub(RoomManager roomManager) { _roomManager = roomManager; }
void Awake () { // singleton code // ensures that only one instance of the RoomManager will ever exist in the Unity scene if(instance == null) { instance = this; } else if(instance != this) { Destroy(gameObject); } // get reference to player player = GameObject.FindGameObjectWithTag("Player"); // this object persists on reload DontDestroyOnLoad(gameObject); // populate tileset dictionary tileset = new Dictionary<int, GameObject>() { {0, floor }, {1, wall }, {2, door } }; // build a new level layout ResetLevel(); BuildLayout(); // pick a random room for the player to start in currentRoom = level[(int)Random.Range(0, level.Count - 1)]; // use the centre of the room as the player start position playerPos = new Vector3(currentRoom.width * tileOffset / 2, currentRoom.height * tileOffset / 2, 0); player.transform.position = playerPos; // BuildRoom creates the tile layout for each room in the level foreach(var room in level) { BuildRoom(room); } // finally we draw the current room on the screen DrawRoom(currentRoom); }
private void CreateDungeon() { rooms.Add(Instantiate(roomPrefabs[0]).GetComponent <RoomManager>()); RoomManager currentRoom = rooms[0]; this.currentRoom = currentRoom; currentRoom.name = "Room 0"; currentRoom.Completed = true; Vector2 currentPosition = new Vector2(0, 0); int currentNumRooms = 1; Dictionary <Vector2, RoomManager> map = new Dictionary <Vector2, RoomManager> { { new Vector2(0, 0), currentRoom } }; /*Dictionary<RoomManager, Vector2> inverseMap = new Dictionary<RoomManager, Vector2> * { * { currentRoom, new Vector2(0, 0) } * }; * while (currentNumRooms < numRooms) * { * RoomManager randomRoom = rooms[UnityEngine.Random.Range(0, rooms.Count - 1)]; * currentPosition = inverseMap[randomRoom]; * Direction? dir = GetRandomEmptyDirection(randomRoom); * Debug.Log(randomRoom + " | " + dir); * if (dir != null) * { * Direction randomDir = (Direction)dir; * if (map.ContainsKey(currentPosition + DirectionToVec2(randomDir))) * { * ConnectRooms(currentRoom, randomDir, map[currentPosition + DirectionToVec2(randomDir)]); * currentRoom = currentRoom[randomDir]; * } * else * { * RoomManager newRoom = Instantiate(roomPrefabs[0]).GetComponent<RoomManager>(); * rooms.Add(newRoom); * map.Add(currentPosition + DirectionToVec2(randomDir), newRoom); * inverseMap.Add(newRoom, currentPosition + DirectionToVec2(randomDir)); * newRoom.name = "Room " + currentNumRooms; * * ConnectRooms(currentRoom, randomDir, newRoom); * MoveRoomRelativeTo(newRoom, randomDir, currentRoom); * * currentRoom = newRoom; * currentNumRooms++; * } * currentPosition += DirectionToVec2(randomDir); * } * }*/ // weighted random algorithm while (currentNumRooms < numRooms) { Direction randomDir = GetRandomDirection(currentPosition); //Debug.Log(currentPosition + DirectionToVec2(randomDir)); if (currentRoom.neighbors.ContainsKey(randomDir)) { currentRoom = currentRoom.neighbors[randomDir]; } else if (map.ContainsKey(currentPosition + DirectionToVec2(randomDir))) { ConnectRooms(currentRoom, randomDir, map[currentPosition + DirectionToVec2(randomDir)]); currentRoom = currentRoom.neighbors[randomDir]; } else { RoomManager newRoom = Instantiate(roomPrefabs[1]).GetComponent <RoomManager>(); rooms.Add(newRoom); map.Add(currentPosition + DirectionToVec2(randomDir), newRoom); newRoom.name = "Room " + currentNumRooms; ConnectRooms(currentRoom, randomDir, newRoom); MoveRoomRelativeTo(newRoom, randomDir, currentRoom); currentRoom = newRoom; currentNumRooms++; //enemies.CreateEnemy(currentPosition); } currentPosition += DirectionToVec2(randomDir); //Debug.Log(currentPosition); } // Build boss room Direction?direction = GetRandomEmptyDirection(currentRoom); while (direction == null) { currentPosition += DirectionToVec2(GetRandomDirection(currentPosition)); currentRoom = map[currentPosition]; direction = GetRandomEmptyDirection(currentRoom); } RoomManager bossRoom = Instantiate(roomPrefabs[0]).GetComponent <RoomManager>(); rooms.Add(bossRoom); map.Add(currentPosition + DirectionToVec2((Direction)direction), bossRoom); bossRoom.name = "Boss Room"; ConnectRooms(currentRoom, (Direction)direction, bossRoom); MoveRoomRelativeTo(bossRoom, (Direction)direction, currentRoom); }
void Start() { roomManager = GameObject.Find ("RoomManager").GetComponent<RoomManager> (); roomManager.RegisterWithMouseActions (this); }
public static void OnTimer() { CheckPing(); RoomManager.Update(); }
public IEnumerator WalkForwardTransition(Vector3 targetDirection, Transform destination, RoomManager newRoom = null, RoomManager oldRoom = null) { var targetEndpoint = destination.position; iTween.MoveTo(gameObject, iTween.Hash("position", transform.position + (targetDirection * 5f), "time", .5f, "easetype", iTween.EaseType.linear)); yield return new WaitForSeconds(.25f); yield return StartCoroutine(CameraManager.Instance.DoWipeOut(.5f)); yield return new WaitForSeconds(.5f); //CameraManager.Instance.GetCameraRig().position = targetEndpoint; transform.position = targetEndpoint; iTween.MoveTo(gameObject, iTween.Hash("position", destination.position + destination.forward *1f, "time", 1f, "easetype", iTween.EaseType.linear)); yield return new WaitForSeconds(.75f); if (newRoom != null) { newRoom.OnRoomEnter(); } if (oldRoom != null) { oldRoom.OnRoomExit(); } yield return StartCoroutine(CameraManager.Instance.DoWipeIn(.5f)); }
private void Init(string[] args) { m_NameHandleCallback = this.OnNameHandleChanged; m_MsgCallback = this.OnMessage; m_CmdCallback = this.OnCommand; m_MsgResultCallback = this.OnMessageResult; CenterClientApi.Init("roomserver", args.Length, args, m_NameHandleCallback, m_MsgCallback, m_MsgResultCallback, m_CmdCallback); Console.WriteLine("begin init roomserver..."); HomePath.InitHomePath(); bool ret = LogSys.Init("./config/logconfig.xml"); System.Diagnostics.Debug.Assert(ret); last_tick_time_ = TimeUtility.GetServerMilliseconds(); last_send_roominfo_time_ = last_tick_time_; is_continue_register_ = true; channel_ = new PBChannel(MessageMapping.Query, MessageMapping.Query); channel_.DefaultServiceName = "Lobby"; lobby_connector_ = new Connector(channel_); server_ip_ = "127.0.0.1"; server_port_ = 9528; StringBuilder sb = new StringBuilder(256); if (CenterClientApi.GetConfig("name", sb, 256)) { room_server_name_ = sb.ToString(); } if (CenterClientApi.GetConfig("ServerIp", sb, 256)) { server_ip_ = sb.ToString(); } if (CenterClientApi.GetConfig("ServerPort", sb, 256)) { server_port_ = uint.Parse(sb.ToString()); } if (CenterClientApi.GetConfig("Debug", sb, 256)) { int debug = int.Parse(sb.ToString()); if (debug != 0) { GlobalVariables.Instance.IsDebug = true; } } GlobalVariables.Instance.IsClient = false; FileReaderProxy.RegisterReadFileHandler((string filePath) => { byte[] buffer = null; try { buffer = File.ReadAllBytes(filePath); } catch (Exception e) { LogSys.Log(LOG_TYPE.ERROR, "Exception:{0}\n{1}", e.Message, e.StackTrace); return(null); } return(buffer); }, (string filepath) => { return(File.Exists(filepath)); }); LogSystem.OnOutput += (Log_Type type, string msg) => { switch (type) { case Log_Type.LT_Debug: LogSys.Log(LOG_TYPE.DEBUG, msg); break; case Log_Type.LT_Info: LogSys.Log(LOG_TYPE.INFO, msg); break; case Log_Type.LT_Warn: LogSys.Log(LOG_TYPE.WARN, msg); break; case Log_Type.LT_Error: case Log_Type.LT_Assert: LogSys.Log(LOG_TYPE.ERROR, msg); break; } }; LoadData(); LogSys.Log(LOG_TYPE.DEBUG, "room server init ip: {0} port: {1}", server_ip_, server_port_); ret = Serialize.Init(); if (!ret) { LogSys.Log(LOG_TYPE.DEBUG, "Serialize init error !!!"); } else { LogSys.Log(LOG_TYPE.DEBUG, "Serialize init OK."); } thread_count_ = 16; per_thread_room_count_ = 20; uint tick_interval = 50; room_mgr_ = new RoomManager(thread_count_, per_thread_room_count_, tick_interval, lobby_connector_); room_mgr_.Init(); IOManager.Instance.Init((int)server_port_); room_mgr_.StartRoomThread(); AiViewManager.Instance.Init(); SceneLogicViewManager.Instance.Init(); ImpactViewManager.Instance.Init(); ServerSkillSystem.StaticInit(); ServerStorySystem.StaticInit(); DashFire.GmCommands.GmStorySystem.StaticInit(); channel_.Register <Msg_LR_ReplyRegisterRoomServer>(HandleReplyRegisterRoomServer); room_mgr_.RegisterMsgHandler(channel_); LogSys.Log(LOG_TYPE.DEBUG, "room server init ok."); }
private void OnApplicationQuit() { _instance = null; }
private void Awake() { Instance = this; maxAmountOfRooms = maxAmountOfRoomsThisTime; }
public JoinRoomHandler(IServiceProvider services) { _roomManager = services.GetService <RoomManager>(); _userDatabase = services.GetService <UserDatabase>(); }
public ActionResult Details(int id) { return(View(RoomManager.GetById(id))); }
void Initiate(object sender, EventArgs e) { this.listView1.Clear(); this.listView1.View = View.Details; this.listView1.GridLines = true; this.listView1.Columns.Add("房间名称", listView1.Width / 5, HorizontalAlignment.Center); this.listView1.Columns.Add("房间类型", listView1.Width / 5, HorizontalAlignment.Center); this.listView1.Columns.Add("房间状态", listView1.Width / 5, HorizontalAlignment.Center); this.listView1.Columns.Add("房间日消费", listView1.Width / 5, HorizontalAlignment.Center); this.listView1.Columns.Add("房间押金", listView1.Width / 5, HorizontalAlignment.Center); ArrayList rooms=new RoomManager().GetAllRooms(); foreach(Room r in rooms) { ListViewItem lvi = new ListViewItem(); lvi.Text =r.Name ; switch (r.Type ) { case 0: lvi.SubItems.Add("单人间"); break; case 1: lvi.SubItems.Add("双人间"); break; case 2: lvi.SubItems.Add("三人间"); break; case 3: lvi.SubItems.Add("客房"); break; } switch (r.State ) { case 0: lvi.SubItems.Add("空客房"); break; case 1: lvi.SubItems.Add("满客房"); break; case 2: lvi.SubItems.Add("脏客房"); break; case 3: lvi.SubItems.Add("维修中"); break; case 4: lvi.SubItems.Add("已到时"); break; } lvi.SubItems.Add(r.DayCount .ToString ()); lvi.SubItems.Add(r.Deposit.ToString()); listView1.Items.Add(lvi); } }
// Use this for initialization void Start() { this.playerHealth = PlayerController.instance.Health; startingMaxHealth = this.playerHealth.maxHealth; this.inventory = new GameObject (); this.inventory.transform.parent = this.gameObject.transform; this.resolution = this.GetComponent<CanvasScaler> ().referenceResolution; this.resolution.y -= 3; if (this.font == null) { this.font = Resources.GetBuiltinResource<Font> ("Arial.ttf"); } this.roomManager = this.world.GetComponent<RoomManager> (); this.mapTexture = this.CreateMap (); this.map.GetComponent<Image> ().sprite = Sprite.Create(this.mapTexture, new Rect(0, 0, this.mapTexture.width, this.mapTexture.height), new Vector2 ()); }
private void Awake() { instance = this; }
public void setRoomManager(RoomManager roomManager) { myRoomManager = roomManager; }
void Awake() { if (instance == null) instance = this; else if (instance != this) Destroy(gameObject); if (player == null) { player = GetComponent<Player>(); } _roomManager = GetComponent<RoomManager>(); DontDestroyOnLoad(gameObject); DontDestroyOnLoad(player); DontDestroyOnLoad(boardManager); DontDestroyOnLoad(uiManager); DontDestroyOnLoad(uiManager.pauseMenu); //currentBoard = new Board(); LoadLevel("Rooms/room_132_ini"); }
private void Awake() { roomManager = FindObjectOfType <RoomManager>(); }
void Awake() { _manager = GetComponentInParent<RoomManager>(); }
// Use this for initialization void InitGame() { enemies.Clear(); roomScript = GetComponent<RoomManager>(); }
public void ChangeRoom(DoorBehaviour door) { if (door.doorLocation == DoorLocation.Top) { GameObject _newRoom = null; //disable player script pB.enabled = false; //check if there's not already a room on top of this one bool _roomAlreadyThere = false; for (int i = 0; i < gm.spawnedRooms.Count; i++) { if (gm.spawnedRooms[i].transform.position == transform.position + new Vector3(0, 20, 0)) { _roomAlreadyThere = true; _newRoom = gm.spawnedRooms[i]; _newRoom.SetActive(true); RoomManager nrRM = _newRoom.GetComponent <RoomManager>(); nrRM.doorOn = false; nrRM.justEntered = true; nrRM.StartCoroutine(nrRM.doorCooldown()); } } //spawn room on top of this one with a bottom door if (!_roomAlreadyThere) { int randomRoomType = Random.Range(0, 8); GameObject[] randomRoomTypeArray = gm.topRooms[randomRoomType]; int randomRoom = Random.Range(0, randomRoomTypeArray.Length); _newRoom = Instantiate(randomRoomTypeArray[randomRoom], transform.position + new Vector3(0, 20, 0), Quaternion.identity, transform.parent); gm.spawnedRooms.Add(_newRoom); gm.AddNewGridGraph(transform.position + new Vector3(0, 20, 0)); } //update camera mainCamera.transform.position += new Vector3(0, 20, 0); //move player to bottom door of new room (with offset) pB.transform.position = _newRoom.GetComponent <RoomManager>().downEntrance.transform.position + new Vector3(0, 0.5f, 0); //enable player script pB.enabled = true; } else if (door.doorLocation == DoorLocation.Right) { GameObject _newRoom = null; //disable player script pB.enabled = false; //check if there's not already a room on top of this one bool _roomAlreadyThere = false; for (int i = 0; i < gm.spawnedRooms.Count; i++) { if (gm.spawnedRooms[i].transform.position == transform.position + new Vector3(13, 0, 0)) { _roomAlreadyThere = true; _newRoom = gm.spawnedRooms[i]; _newRoom.SetActive(true); RoomManager nrRM = _newRoom.GetComponent <RoomManager>(); nrRM.doorOn = false; nrRM.justEntered = true; nrRM.StartCoroutine(nrRM.doorCooldown()); } } //spawn room on top of this one with a bottom door if (!_roomAlreadyThere) { int randomRoomType = Random.Range(0, 8); GameObject[] randomRoomTypeArray = gm.rightRooms[randomRoomType]; int randomRoom = Random.Range(0, randomRoomTypeArray.Length); _newRoom = Instantiate(randomRoomTypeArray[randomRoom], transform.position + new Vector3(13, 0, 0), Quaternion.identity, transform.parent); gm.spawnedRooms.Add(_newRoom); gm.AddNewGridGraph(transform.position + new Vector3(13, 0, 0)); } //update camera mainCamera.transform.position += new Vector3(13, 0, 0); //move player to bottom door of new room (with offset) pB.transform.position = _newRoom.GetComponent <RoomManager>().leftEntrance.transform.position + new Vector3(0.5f, 0, 0); //enable player script pB.enabled = true; } else if (door.doorLocation == DoorLocation.Bottom) { GameObject _newRoom = null; //disable player script pB.enabled = false; //check if there's not already a room on top of this one bool _roomAlreadyThere = false; for (int i = 0; i < gm.spawnedRooms.Count; i++) { if (gm.spawnedRooms[i].transform.position == transform.position + new Vector3(0, -20, 0)) { _roomAlreadyThere = true; _newRoom = gm.spawnedRooms[i]; _newRoom.SetActive(true); RoomManager nrRM = _newRoom.GetComponent <RoomManager>(); nrRM.doorOn = false; nrRM.justEntered = true; nrRM.StartCoroutine(nrRM.doorCooldown()); } } //spawn room on top of this one with a bottom door if (!_roomAlreadyThere) { int randomRoomType = Random.Range(0, 8); GameObject[] randomRoomTypeArray = gm.bottomRooms[randomRoomType]; int randomRoom = Random.Range(0, randomRoomTypeArray.Length); _newRoom = Instantiate(randomRoomTypeArray[randomRoom], transform.position + new Vector3(0, -20, 0), Quaternion.identity, transform.parent); gm.spawnedRooms.Add(_newRoom); gm.AddNewGridGraph(transform.position + new Vector3(0, -20, 0)); } //update camera mainCamera.transform.position += new Vector3(0, -20, 0); //move player to bottom door of new room (with offset) pB.transform.position = _newRoom.GetComponent <RoomManager>().topEntrance.transform.position + new Vector3(0, -0.5f, 0); //enable player script pB.enabled = true; } else if (door.doorLocation == DoorLocation.Left) { GameObject _newRoom = null; //disable player script pB.enabled = false; //check if there's not already a room on top of this one bool _roomAlreadyThere = false; for (int i = 0; i < gm.spawnedRooms.Count; i++) { if (gm.spawnedRooms[i].transform.position == transform.position + new Vector3(-13, 0, 0)) { _roomAlreadyThere = true; _newRoom = gm.spawnedRooms[i]; _newRoom.SetActive(true); RoomManager nrRM = _newRoom.GetComponent <RoomManager>(); nrRM.doorOn = false; nrRM.justEntered = true; nrRM.StartCoroutine(nrRM.doorCooldown()); } } //spawn room on top of this one with a bottom door if (!_roomAlreadyThere) { int randomRoomType = Random.Range(0, 8); GameObject[] randomRoomTypeArray = gm.leftRooms[randomRoomType]; int randomRoom = Random.Range(0, randomRoomTypeArray.Length); _newRoom = Instantiate(randomRoomTypeArray[randomRoom], transform.position + new Vector3(-13, 0, 0), Quaternion.identity, transform.parent); gm.spawnedRooms.Add(_newRoom); gm.AddNewGridGraph(transform.position + new Vector3(-13, 0, 0)); } //update camera mainCamera.transform.position += new Vector3(-13, 0, 0); //move player to bottom door of new room (with offset) pB.transform.position = _newRoom.GetComponent <RoomManager>().rightEntrance.transform.position + new Vector3(-0.5f, 0, 0); //enable player script pB.enabled = true; } //gameObject.SetActive(false); }
public override Result Valdate() { return(RoomManager.IsInRoom(Player) ? new Result("You are in room") : Result.Ok); }
/// <summary> /// Checks whether or not conditinos are met to change the state, if they are met, it changes the state /// </summary> public static void UpdateState() { //will change when we get the menu created switch (state) { case States.Menu: //if button pressed -> state = States.Round; break; case States.Round: //SpawnEnemies(); if (!createdRound) { NextRound(); createdRound = true; } if (!doneSpawning) { SpawnEnemies(); } if (p1.HP <= 0 || p2.HP <= 0) { state = States.GameOver; } if (doneSpawning && EnemiesP1.Count <= 0) { RoomManager.ChangeDoorState(Players.Player1, DoorState.Open); state = States.P1Shop; p1.HP = p1.MaxHP; Shop.LoadUpShop(); } if (doneSpawning && EnemiesP2.Count <= 0) { RoomManager.ChangeDoorState(Players.Player2, DoorState.Open); state = States.P2Shop; p2.HP = p2.MaxHP; Shop.LoadUpShop(); } if (Input.GetKey(Microsoft.Xna.Framework.Input.Keys.Tab)) { JoshWinsTheGameBuyCheating(); } //Console.WriteLine(EnemiesP1.Count); break; case States.P1Shop: //Console.WriteLine("PLAYER 1 IS IN SHOP!"); if (!p1ShopOpen) { p1ShopOpen = true; } if (p2.HP <= 0) { state = States.GameOver; } if (doneSpawning && EnemiesP2.Count == 0) { state = States.BothShop; p2ShopOpen = true; p2.HP = p2.MaxHP; RoomManager.ChangeDoorState(Players.Player2, DoorState.Open); SecondsLeftInShop = MAX_SECONDS_IN_SHOP; } else if (!roundRewardGiven) { p1.Gold += 50; roundRewardGiven = true; } break; case States.P2Shop: //Console.WriteLine("PLAYER 2 IS IN SHOP!"); if (!p2ShopOpen) { p2ShopOpen = true; } if (p1.HP <= 0) { state = States.GameOver; } if (doneSpawning && EnemiesP1.Count == 0) { state = States.BothShop; p1ShopOpen = true; p1.HP = p1.MaxHP; RoomManager.ChangeDoorState(Players.Player1, DoorState.Open); SecondsLeftInShop = MAX_SECONDS_IN_SHOP; } else if (!roundRewardGiven) { p2.Gold += 50; roundRewardGiven = true; } break; case States.BothShop: roundRewardGiven = false; //Console.WriteLine("SHOPPING TIME!"); if (SecondsLeftInShop <= 0) { //Console.WriteLine("START THE F*****G ROUND!"); createdRound = false; roundRewardGiven = false; state = States.Round; RoomManager.ChangeDoorState(Players.Player1, DoorState.Closed); RoomManager.ChangeDoorState(Players.Player2, DoorState.Closed); p1.Position = new Vector2(250, 400); p2.Position = new Vector2(800, 400); break; } SecondsLeftInShop -= Time.DeltaTime; break; case States.GameOver: while (EnemiesP1.Count > 0) { EnemiesP1[0].Destroy(); EnemiesP1.RemoveAt(0); } while (EnemiesP2.Count > 0) { EnemiesP2[0].Destroy(); EnemiesP2.RemoveAt(0); } break; } }
/// <summary> /// Initializes a new instance of the <see cref="Game" /> class. /// </summary> /// <param name="conns">The conns.</param> internal Game(int conns) { //Console.WriteLine(); Writer.WriteLine(@"Starting up Yupi Emulator for " + Environment.MachineName + "...", @"Yupi.Boot"); //Console.WriteLine(); _clientManager = new GameClientManager(); using (IQueryAdapter commitableQueryReactor = Yupi.GetDatabaseManager().GetQueryReactor()) { AbstractBar bar = new AnimatedBar(); const int wait = 15, end = 5; uint itemsLoaded; uint navigatorLoaded; uint roomModelLoaded; uint achievementLoaded; uint pollLoaded; Progress(bar, wait, end, "Cleaning dirty in database..."); DatabaseCleanup(commitableQueryReactor); Progress(bar, wait, end, "Loading Bans..."); _banManager = new ModerationBanManager(); _banManager.LoadBans(commitableQueryReactor); Progress(bar, wait, end, "Loading Roles..."); _roleManager = new RoleManager(); _roleManager.LoadRights(commitableQueryReactor); Progress(bar, wait, end, "Loading Items..."); _itemManager = new ItemManager(); _itemManager.LoadItems(commitableQueryReactor, out itemsLoaded); Progress(bar, wait, end, "Loading Catalog..."); _catalog = new CatalogManager(); Progress(bar, wait, end, "Loading Targeted Offers..."); _targetedOfferManager = new TargetedOfferManager(); Progress(bar, wait, end, "Loading Clothing..."); _clothingManager = new ClothingManager(); _clothingManager.Initialize(commitableQueryReactor); Progress(bar, wait, end, "Loading Rooms..."); _roomManager = new RoomManager(); _roomManager.LoadModels(commitableQueryReactor, out roomModelLoaded); Progress(bar, wait, end, "Loading NavigatorManager..."); _navigatorManager = new HotelBrowserManager(); _navigatorManager.Initialize(commitableQueryReactor, out navigatorLoaded); Progress(bar, wait, end, "Loading Groups..."); _groupManager = new GroupManager(); _groupManager.InitGroups(); Progress(bar, wait, end, "Loading PixelManager..."); _pixelManager = new ExchangeManager(); Progress(bar, wait, end, "Loading HotelView..."); _hotelView = new HotelLandingManager(); Progress(bar, wait, end, "Loading Hall Of Fame..."); _hallOfFame = new HallOfFame(); Progress(bar, wait, end, "Loading ModerationTool..."); _moderationTool = new ModerationTool(); _moderationTool.LoadMessagePresets(commitableQueryReactor); _moderationTool.LoadPendingTickets(commitableQueryReactor); Progress(bar, wait, end, "Loading Bots..."); _botManager = new BotManager(); Progress(bar, wait, end, "Loading Events..."); _events = new RoomEvents(); Progress(bar, wait, end, "Loading Talents..."); _talentManager = new TalentManager(); _talentManager.Initialize(commitableQueryReactor); Progress(bar, wait, end, "Loading Pinata..."); _pinataHandler = new PinataHandler(); _pinataHandler.Initialize(commitableQueryReactor); Progress(bar, wait, end, "Loading Crackable Eggs..."); _crackableEggHandler = new CrackableEggHandler(); _crackableEggHandler.Initialize(commitableQueryReactor); Progress(bar, wait, end, "Loading Polls..."); _pollManager = new PollManager(); _pollManager.Init(commitableQueryReactor, out pollLoaded); Progress(bar, wait, end, "Loading Achievements..."); _achievementManager = new AchievementManager(commitableQueryReactor, out achievementLoaded); Progress(bar, wait, end, "Loading StaticMessages ..."); StaticMessagesManager.Load(); Progress(bar, wait, end, "Loading Guides ..."); _guideManager = new GuideManager(); Progress(bar, wait, end, "Loading and Registering Commands..."); CommandsManager.Register(); CacheManager.StartProcess(); //Progress(bar, wait, end, "Loading ServerMutantManager..."); //this.ServerMutantManager = new ServerMutantManager(); Console.Write("\r".PadLeft(Console.WindowWidth - Console.CursorLeft - 1)); } }
private void Start() { PlayerManager.Initialize(); RoomManager.Initialize(); ChatManager.Initialize(); }
public Game() { this._packetManager = new PacketManager(); this._clientManager = new GameClientManager(); this._modManager = new ModerationManager(); this._moderationTool = new ModerationTool(); this._itemDataManager = new ItemDataManager(); this._itemDataManager.Init(); this._catalogFrontPageManager = new CatalogFrontPage(); this._catalogManager = new CatalogManager(); this._catalogManager.Init(this._itemDataManager); this._televisionManager = new TelevisionManager(); this._crackableManager = new CrackableManager(); this._crackableManager.Initialize(QuasarEnvironment.GetDatabaseManager().GetQueryReactor()); this._furniMaticRewardsManager = new FurniMaticRewardsManager(); this._furniMaticRewardsManager.Initialize(QuasarEnvironment.GetDatabaseManager().GetQueryReactor()); this._craftingManager = new CraftingManager(); this._craftingManager.Init(); this._navigatorManager = new NavigatorManager(); this._roomManager = new RoomManager(); this._chatManager = new ChatManager(); this._groupManager = new GroupManager(); this._questManager = new QuestManager(); this._achievementManager = new AchievementManager(); this._talentManager = new TalentManager(); this._talentManager.Initialize(); this._talentTrackManager = new TalentTrackManager(); this._landingViewManager = new LandingViewManager(); this._gameDataManager = new GameDataManager(); this._globalUpdater = new ServerStatusUpdater(); this._globalUpdater.Init(); //this._languageLocale = new LanguageLocale(); this._antiMutant = new AntiMutant(); this._botManager = new BotManager(); this._cacheManager = new CacheManager(); this._rewardManager = new RewardManager(); this._badgeManager = new BadgeManager(); this._badgeManager.Init(); this.forummanager = new GroupForumManager(); TraxSoundManager.Init(); // Added GetHallOfFame.getInstance().Load(); this._permissionManager = new PermissionManager(); this._permissionManager.Init(); this._subscriptionManager = new SubscriptionManager(); this._subscriptionManager.Init(); HelperToolsManager.Init(); this._targetedoffersManager = new TargetedOffersManager(); this._targetedoffersManager.Initialize(QuasarEnvironment.GetDatabaseManager().GetQueryReactor()); this._calendarManager = new CalendarManager(); this._calendarManager.Init(); }
// Use this for initialization void Start() { this.playerHealth = PlayerController.instance.Health; startingMaxHealth = this.playerHealth.maxHealth; this.inventory = new GameObject (); this.inventory.transform.parent = this.gameObject.transform; this.resolution = this.GetComponent<CanvasScaler> ().referenceResolution; this.resolution.y -= 3; if (this.font == null) { this.font = Resources.GetBuiltinResource<Font> ("Arial.ttf"); } this.roomManager = this.world.GetComponent<RoomManager> (); this.CreateMapTexture(); }
// Use this for initialization public void Fill () { cible.Clear (); ratioMax = 0; ratioX = 0; ratioY = 0; ratio = 0; GameManager = GameObject.FindGameObjectWithTag ("Manager"); Grid = GameManager.GetComponent<GridManager> (); RoomLists = GameManager.GetComponent<RoomManager> (); for (int x = 0; x < Grid.DungeonLength; x++) { for (int y = 0; y < Grid.DungeonWidth; y++) { if (Grid._Dungeon [x, y] != null) { ratioX = 11 - x; ratioY = 11 - y; ratio = ratioX + ratioY; if (ratio < 0) { ratioX = x - 11; ratioY = y - 11; ratio = ratioX + ratioY; } if (ratio == ratioMax) { cible.Add (Grid._Dungeon [x, y]); } else { if (ratio > ratioMax) { ratioMax = ratio; cible.Clear (); cible.Add (Grid._Dungeon [x, y]); } } } } } foreach (GameObject room in cible) { GameObject EndRoom = Instantiate (End) as GameObject; EndRoom.transform.position = room.transform.position; } for (int c = 0; c < Grid.DungeonLength; c++) { for (int d = 0; d < Grid.DungeonWidth; d++) { if (Grid._Dungeon [c, d] != null) { if (Grid._Dungeon [c, d] != Grid._Dungeon [11, 11]) { cibleCoins.Add (Grid._Dungeon [c, d]); } } } } foreach (GameObject item in cible) { cibleCoins.Remove (item); } foreach (GameObject room in cibleCoins) { int _random = Random.Range (0, 10); switch (_random) { case 0: coinRoom = Instantiate (RoomLists._coins [0]) as GameObject; coinRoom.transform.position = room.transform.position; break; case 1: coinRoom = Instantiate (RoomLists._coins [0]) as GameObject; coinRoom.transform.position = room.transform.position; break; case 2: coinRoom = Instantiate (RoomLists._coins [0]) as GameObject; coinRoom.transform.position = room.transform.position; break; case 3: coinRoom = Instantiate (RoomLists._coins [1]) as GameObject; coinRoom.transform.position = room.transform.position; break; case 4: coinRoom = Instantiate (RoomLists._coins [2]) as GameObject; coinRoom.transform.position = room.transform.position; break; case 5: coinRoom = Instantiate (RoomLists._coins [3]) as GameObject; coinRoom.transform.position = room.transform.position; break; case 6: coinRoom = Instantiate (RoomLists._coins [3]) as GameObject; coinRoom.transform.position = room.transform.position; break; case 7: coinRoom = Instantiate (RoomLists._coins [3]) as GameObject; coinRoom.transform.position = room.transform.position; break; case 8: coinRoom = Instantiate (RoomLists._coins [4]) as GameObject; coinRoom.transform.position = room.transform.position; break; case 9: coinRoom = Instantiate (RoomLists._coins [5]) as GameObject; coinRoom.transform.position = room.transform.position; break; default: break; } } cible.Clear (); cibleCoins.Clear (); }
public override void setRoomPrefab(RoomManager roomManagerScript) { this.roomPrefab = roomManagerScript.getRandomInitialRoom(); }
public virtual void setRoomPrefab(RoomManager roomManagerScript) { this.roomPrefab = roomManagerScript.getRandomRegularRoom(); }
public static RoomManager init(int width, int height) { instance = new RoomManager(width, height); return(instance); }
//public static string GenerateInvoiceExcelReport(DateTime startPeriod, DateTime endPeriod, int clientId, bool showRemote, ExternalInvoiceHeader orgItem, string subFolder, bool deleteWorkDir, ref string alert) //{ // ExternalInvoiceManager mgr = new ExternalInvoiceManager(orgItem.AccountID, startPeriod, endPeriod, showRemote); // string result = GenerateInvoiceExcelReport(mgr, clientId, orgItem, subFolder, deleteWorkDir, ref alert); // return result; //} public static string MakeSpreadSheet(int accountId, string invoiceNumber, string deptRef, string orgName, int currentUserClientId, DateTime startPeriod, DateTime endPeriod) { var dtAddress = DataCommand.Create() .Param("Action", "ByAccount") .Param("AccountID", accountId) .FillDataTable("dbo.Address_Select"); // get client data // using All is hackish. It was ByOrg, but this caused a problem with remote users // the other option is to select for each client, but that is probably even less efficient var dtClient = DataCommand.Create() .Param("Action", "All") .Param("sDate", startPeriod) .Param("eDate", endPeriod) .FillDataTable("dbo.Client_Select"); dtClient.PrimaryKey = new[] { dtClient.Columns["ClientID"] }; // NOTE: all reports here are for external users DataRow drUsage; DataTable dtUsage = new DataTable(); dtUsage.Columns.Add("Descrip", typeof(string)); dtUsage.Columns.Add("Quantity", typeof(double)); dtUsage.Columns.Add("Cost", typeof(double)); DataRow cdr; DataTable dtAggCost; string[] costType = { "Room", "StoreInv", "Tool", "Misc" }; Compile mCompile = new Compile(); DataTable dtClientWithCharges; double capCost; object temp; double totalCharges; //2009-01 this for loop will loop through different Cost types, so when added code for each specific type, remember to distinguish each CostType for (int i = 0; i < costType.Length; i++) { dtAggCost = mCompile.CalcCost(costType[i], string.Empty, "AccountID", accountId, startPeriod, 0, 0, Compile.AggType.CliAcct); //dtAggCost is the main table that contains chargeable items //0 ClientID //1 AccountID //2 RoomID //3 TotalCalcCost //4 TotalEntries //5 TotalHours //Only Room costtype will execute the code below if (costType[i] == "Room") { //******** The code below handles the cost of NAP rooms, because at this point, all NAP rooms access data have total cost of zero**** //Get all active NAP Rooms with their costs, all chargetypes are returned DataTable dtNAPRoomForAllChargeType = RoomManager.GetAllNAPRoomsWithCosts(startPeriod); //filter out the chargetype so that we only have Internal costs with each NAP room DataRow[] dtdrsNAPRoomForExternal = dtNAPRoomForAllChargeType.Select(string.Format("ChargeTypeID = {0}", AccountDA.GetChargeType(accountId))); //Loop through each room and find out this specified month's apportionment data. foreach (DataRow dr1 in dtdrsNAPRoomForExternal) { DataTable dtApportionData = RoomApportionDataManager.GetNAPRoomApportionDataByPeriod(startPeriod, endPeriod, dr1.Field <int>("RoomID")); foreach (DataRow dr2 in dtApportionData.Rows) { DataRow[] drs = dtAggCost.Select(String.Format("ClientID = {0} AND AccountID = {1} AND RoomID = {2}", dr2["ClientID"], dr2["AccountID"], dr2["RoomID"])); if (drs.Length == 1) { //2008-06-19 Sandrine requested all monthly room should have charge of the same across all organizations //so if a guy works for two diferent companies, he should be charged full amount for both companeis on all monthly rooms. //the only exception is when the apportionment percentage is 0 for this organization. When it's 0 percent, we simply //cannot charge this organizaiton at all if (dr2.Field <double>("Percentage") > 0) { drs[0]["TotalCalcCost"] = dr1["RoomCost"]; } } } } //2009-01 remember not to charge clean/chem room usage for less than x amount of minutes int cleanRoomMinMinutes = int.Parse(ConfigurationManager.AppSettings["CleanRoomMinTimeMinute"]); int chemRoomMinMinutes = int.Parse(ConfigurationManager.AppSettings["ChemRoomMinTimeMinute"]); //we simply set totalCalcCost to 0.0 at this point, then those 0.0 charges items will not be published to excel report foreach (DataRow drAggCost in dtAggCost.Rows) { if (drAggCost.Field <LabRoom>("RoomID") == LabRoom.CleanRoom) { if (drAggCost.Field <double>("TotalHours") < cleanRoomMinMinutes / 60) { drAggCost.SetField("TotalCalcCost", 0.0); } } else if (drAggCost.Field <LabRoom>("RoomID") == LabRoom.ChemRoom) { if (drAggCost.Field <double>("TotalHours") < chemRoomMinMinutes / 60) { drAggCost.SetField("TotalCalcCost", 0.0); } } } } if (costType[i] != "Misc") { dtClientWithCharges = mCompile.GetTable(1); capCost = mCompile.CapCost; foreach (DataRow drCWC in dtClientWithCharges.Rows) { temp = dtAggCost.Compute("SUM(TotalCalcCost)", string.Format("ClientID = {0}", drCWC["ClientID"])); if (temp == null || temp == DBNull.Value) { totalCharges = 0.0; } else { totalCharges = Convert.ToDouble(temp); } //BUG FIX: I have to exclude StoreInv charge here since the CapCost for it is always 0 if (totalCharges > capCost && costType[i] != "StoreInv") { DataRow[] fdr = dtAggCost.Select(string.Format("ClientID = {0}", drCWC["ClientID"])); for (int j = 0; j < fdr.Length; j++) { fdr[j].SetField("TotalCalcCost", fdr[j].Field <double>("TotalCalcCost") * capCost / totalCharges); } } } } foreach (DataRow drAggCost in dtAggCost.Rows) { cdr = dtClient.Rows.Find(drAggCost.Field <int>("ClientID")); drUsage = dtUsage.NewRow(); if (costType[i] == "Misc") { drUsage["Descrip"] = drAggCost["Description"]; drUsage["Quantity"] = drAggCost["Quantity"]; drUsage["Cost"] = drAggCost["UnitCost"]; } else { drUsage["Descrip"] = string.Format("{0} usage for {1}. {2}", costType[i].Substring(0, 5), cdr["FName"].ToString().Substring(0, 1), cdr["LName"]); drUsage["Quantity"] = 1; drUsage["Cost"] = drAggCost["TotalCalcCost"]; } dtUsage.Rows.Add(drUsage); } } // Write to excel using (var mgr = NewExcelManager()) { string fileName = Utility.GetRequiredAppSetting("Invoice_Template"); mgr.OpenWorkbook(GetTemplatePath(fileName)); mgr.SetActiveWorksheet("Invoice"); // show invoice date mgr.SetCellTextValue("F4", DateTime.Now.ToShortDateString()); int startRow; int useRow = 0; foreach (DataRow drAddr in dtAddress.Rows) { if (drAddr["AddrType"].ToString() == "Billing") { startRow = 7; } else { startRow = 13; } FillField(mgr, "C", startRow, orgName, ref useRow); FillField(mgr, "C", 0, drAddr.Field <string>("InternalAddress"), ref useRow); FillField(mgr, "C", 0, drAddr.Field <string>("StrAddress1"), ref useRow); FillField(mgr, "C", 0, drAddr.Field <string>("StrAddress2"), ref useRow); FillField(mgr, "C", 0, drAddr.Field <string>("City") + ", " + drAddr.Field <string>("State") + " " + drAddr.Field <string>("Zip"), ref useRow); } // invoice number that needs to be entered mgr.SetCellTextValue("E12", invoiceNumber); mgr.SetCellTextValue("I14", deptRef); int rowRef = 21; string rowCell; // now print charges foreach (DataRow dr in dtUsage.Rows) { if (dr.Field <double>("Cost") != 0) { rowCell = "C" + rowRef.ToString(); mgr.SetCellTextValue(rowCell, startPeriod.ToString("MM/yyyy")); rowCell = "D" + rowRef.ToString(); mgr.SetCellTextValue(rowCell, dr["Descrip"]); rowCell = "H" + rowRef.ToString(); mgr.SetCellNumberValue(rowCell, dr["Quantity"]); rowCell = "I" + rowRef.ToString(); mgr.SetCellNumberValue(rowCell, dr["Cost"]); rowRef += 1; } } string workFilePath = Path.Combine(GetWorkPath(currentUserClientId), orgName + Path.GetExtension(fileName)); mgr.SaveAs(workFilePath); return(workFilePath); } }
// Use this for initialization void Start() { roomManager = GameObject.Find("GM").GetComponent<RoomManager>(); }
// Start is called before the first frame update void Start() { _roomManager = GameObject.Find("RoomManager").GetComponent <RoomManager>(); }