public async Task <IActionResult> OnGetAsync(int?id) { if (id is null) { return(NotFound()); } BookCopy = await _context.BookCopies.FirstOrDefaultAsync(m => m.Id == id); if (BookCopy is null) { return(NotFound()); } var tempStates = BookStates.GetBookStates().Where(s => !_context.BookCopies.Any(x => x.BookId == BookCopy.BookId && x.State == s) || s == BookCopy.State).ToList(); foreach (var item in tempStates) { AvailableStates.Add(new SelectListItem { Value = item, Text = item }); } return(Page()); }
private void DetermineAvailableCombatStates(OTGCombatSMC _selectedCombatant) { AvailableStates.Add((OTGCombatState)SObj_InitialState.targetObject); SerializedProperty transitions = SObj_InitialState.FindProperty("m_stateTransitions"); GetStatesFromTransition(transitions); }
//setup private void InstantiateStates() { AvailableStates.Add(typeof(UpAndActive), new UpAndActive(this)); AvailableStates.Add(typeof(AirBorne), new AirBorne(this)); AvailableStates.Add(typeof(Tripping), new Tripping(this, GetComponent <Collider2D>())); AvailableStates.Add(typeof(StateClasses.Ratbag.GameplayStates.Floored), new StateClasses.Ratbag.GameplayStates.Floored(this)); AvailableStates.Add(typeof(GettingUp), new GettingUp(this)); AvailableStates.Add(typeof(Spawning), new Spawning(this)); }
public void RemoveResetState(string state) { if (state == null) { return; } AvailableStates.Add(state); ResetStates.Remove(state); _statesRepository.SetResetStates(ResetStates.ToArray()); }
public void RemoveFilteredState(string state) { if (state == null) { return; } AvailableStates.Add(state); FilteredStates.Remove(state); _statesRepository.SetFilteredStates(FilteredStates.ToArray()); }
private void GetStatesFromTransition(SerializedProperty _currentTransitions) { if (_currentTransitions == null || _currentTransitions.arraySize == 0) { return; } int amountOfTransitions = _currentTransitions.arraySize; for (int i = 0; i < amountOfTransitions; i++) { SerializedProperty nextStateProp = _currentTransitions.GetArrayElementAtIndex(i).FindPropertyRelative("m_nextState"); OTGCombatState nextState = (OTGCombatState)nextStateProp.objectReferenceValue; if (nextState != null && !AvailableStates.Contains(nextState)) { SerializedObject stateSOBJ = new SerializedObject(nextState); GetStatesFromTransition(stateSOBJ.FindProperty("m_stateTransitions")); AvailableStates.Add(nextState); } } }