public List <seat> GetSeats(seat objseat) { MySqlDatabaseFactory db = new MySqlDatabaseFactory(); Parameters parameters = new Parameters(); MySqlDataReader reader = null; MySqlConnection conn = db.GetDatabaseConnection(); try { DataTable dt = new DataTable(); parameters.Add("p_seatid", objseat.seatid, ParameterDirection.Input); parameters.Add("p_floorid", objseat.floorid, ParameterDirection.Input); parameters.Add("p_seatlabel", objseat.seatlabel, ParameterDirection.Input); parameters.Add("p_booked", objseat.isbooked, ParameterDirection.Input); using (reader = db.GetReader(conn, CommandType.StoredProcedure, Constants.StoredProcedures.ussp_seat, parameters)) { dt = db.Load(reader, true); } return(CommonUtility.ToList <seat>(dt)); } catch (MySqlException odbcEx) { throw odbcEx; } catch (Exception ex) { throw ex; } finally { db.CloseConnection(conn); } }
//farbe, räder, sitze, marke public car(farbe colour, brand marke, seat sitz, int sitzAnzahl) { mColour = colour; mMarke = marke; for (int i = 0; i < sitzAnzahl; i++) { mSeatArray[i] = sitz; } mSitzAnzahl = sitzAnzahl; }
// Update is called once per frame void Update() { paused = gc.paused; if (!paused) { if (HasVirus) { transform.Find("person").Find("Cube").gameObject.GetComponent <MeshRenderer>().material = human2; transform.Find("person").Find("Icosphere").gameObject.GetComponent <MeshRenderer>().material = human2; ps.gameObject.SetActive(true); } else { ps.gameObject.SetActive(false); } if (!foundloc) { int index = UnityEngine.Random.Range(0, seats.Length); if (!seats[index].claimed && !(seats[index] == chosenSeat)) { foundloc = true; chosenSeat = seats[index]; seats[index].claimed = true; GetComponent <NavMeshAgent>().SetDestination(chosenSeat.gameObject.transform.position); GetComponent <NavMeshAgent>().isStopped = false; } } // Debug.Log(GetComponent<NavMeshAgent>().remainingDistance); if ((transform.position - chosenSeat.gameObject.transform.position).magnitude < 3 && chosenSeat.claimed) { chosenSeat.claimed = false; GetComponent <NavMeshAgent>().isStopped = true; Debug.Log("Triggered 1"); StartCoroutine("WaitAgain"); } else if (foundloc && chosenSeat.claimed) { GetComponent <NavMeshAgent>().isStopped = false; } } else { GetComponent <NavMeshAgent>().isStopped = true; } }
void OnTriggerEnter2D(Collider2D collider2d) { if (collider2d.tag == "Seat" && !leaving) { seat1 = collider2d.gameObject.GetComponent <seat>(); if (!seat1.getBusy()) { foundSeat = true; // mySeatFlag = 1; //print("setting seat to busy"); seat1.setBusy(); } } if (myOrder.Contains(collider2d.tag)) { item = collider2d; giveOrder = true; } }
/* * pre - takes in an integer * post - returns a THand */ // create a handArray from the TCards in the deckArray public THand dealHand(int mySeat) { seat s = seat.NORTH; // default needed for some reason THand hand; // THand handler?? TCard[] handArray = new TCard[HANDSIZE]; // determine the seat/position. North, South ,East or West switch (mySeat) { case 0: s = seat.NORTH; break; case 1: s = seat.EAST; break; case 2: s = seat.SOUTH; break; case 3: s = seat.SOUTH; break; } //int blah = (int)seat.North; // just playing // create a new THand for (int i = 0; i < HANDSIZE; i++) { handArray[i] = deckArray[i + (mySeat * HANDSIZE)]; } hand = new THand(handArray, s); return(hand); } // end dealhand method
private Interfaces.ISeat ToSeat(seat seat) { return(new Seat(seat.seatId, seat.seatColumn, seat.seatNum, seat.seatRow, seat.seatType, seat.floorId, seat.seatIsactive)); }
// constructor public THand(TCard[] startHandArray, seat startSeat) { this.handArray = startHandArray; this.mySeat = startSeat; }
private void day5_Load(object sender, EventArgs e) { for (int i = 0; i < input.Count; i++) { Console.Out.WriteLine("===================="); seat temp = new seat(); double rMin = 0, rMax = 128, cMin = 0, cMax = 7; double row = Math.Floor((rMax + rMin) / 2), column = Math.Round((cMax + cMin) / 2); Console.Out.WriteLine("0- min:" + cMin + " mid:" + column + " max:" + cMax); for (int j = 0; j < input[i].Length; j++) { switch (input[i][j]) { case 'F': rMax = row; row = findMid(rMin, rMax, 1); /* Console.Out.WriteLine(input[i][j] + "- min:" + rMin + " mid:" + row + " max:" + rMax);*/ break; case 'B': rMin = row; row = findMid(rMin, rMax, 0); /* Console.Out.WriteLine(input[i][j] + "- min:" + rMin + " mid:" + row + " max:" + rMax);*/ break; case 'R': cMin = column; if (j == 9) { column = cMax; } else { column = findMid(cMin, cMax, 1); } /* Console.Out.WriteLine(input[i][j] + "- min:" + cMin + " mid:" + column + " max:" + cMax);*/ break; case 'L': cMax = column; if (j == 9) { column = cMin; } else { column = findMid(cMin, cMax, 1); } /* Console.Out.WriteLine(input[i][j] + "- min:" + cMin + " mid:" + column + " max:" + cMax);*/ break; } } temp.row = row; temp.column = 1 + column; temp.ID = (row * 8) + column; seats.Add(temp.ID); } List <double> orderedSeats = seats.OrderBy(number => number).ToList(); for (int i = 0; i < orderedSeats.Count; i++) { Console.Out.WriteLine(orderedSeats[i]); } double maxID = 0, myID = -1; for (int i = 0; i < orderedSeats.Count - 1; i++) { if (orderedSeats[i + 1] - orderedSeats[i] != 1) { myID = orderedSeats[i] + 1; } if (orderedSeats[i] > maxID) { maxID = orderedSeats[i]; } } Console.Out.WriteLine("The highest ID is " + maxID + " and my seat is num " + myID); }
void OnTriggerEnter2D(Collider2D collider2d) { if (collider2d.tag == "Seat" && !leaving) { seat1 = collider2d.gameObject.GetComponent<seat>(); if (!seat1.getBusy()) { foundSeat = true; // mySeatFlag = 1; //print("setting seat to busy"); seat1.setBusy(); } } if (myOrder.Contains(collider2d.tag)) { item = collider2d; giveOrder = true; } }
private int hcp; // stores the High Card Point score // constructor public THand(TCard[] startHandArray, seat startSeat) { this.handArray = startHandArray; this.mySeat = startSeat; }