示例#1
0
        public ResultSvc <Entity.Camp> CreateCamp(Entity.Camp camp)
        {
            var result = new ResultSvc <Entity.Camp>(camp);

            try
            {
                if (!Camps.Items.Any(x => x.Name == camp.Name.Trim() && x.CampCategoryId == camp.CampCategoryId))
                {
                    camp.Name        = camp.Name?.Trim();
                    camp.Description = camp.Description?.Trim();
                    camp.OrganizationalInformation = camp.OrganizationalInformation?.Trim();
                    camp.Schedule      = camp.Schedule?.Trim();
                    camp.UserCreatedId = Context.HttpContext.User.GetUserId();
                    Camps.Add(camp);
                }
                else
                {
                    result.Errors.Add("Tábor se stejnými údaji již existuje!");
                }
            }
            catch (Exception e)
            {
                Logger.LogError(e.Message);
            }
            return(result);
        }
    //棋盤初始化
    private void ChessBoardInitialize(int num)
    {
        //查找棋譜資料裡是否有相應編號
        for (int i = 0; i < boardRecordData.m_data.Count; i++)
        {
            if (boardRecordData.m_data[i].number == num)
            {
                break;                                          //找到相應編號後繼續程序
            }
            if (i == boardRecordData.m_data.Count)
            {
                throw new System.Exception("[ERROR]棋譜資料內無相應編號");
            }
        }

        //棋盤配置
        for (int i = 0; i < boardRecordData.m_data[num].boardRecord.Count; i++)
        {
            AnimalChessName _chessName = boardRecordData.m_data[num].boardRecord[i].chessName; //取得棋子名稱
            Vector2         _pos       = boardRecordData.m_data[num].boardRecord[i].pos;       //取得棋子位置
            Camps           _camps     = boardRecordData.m_data[num].boardRecord[i].camps;     //取得棋子陣營
            bool            _isKing    = boardRecordData.m_data[num].boardRecord[i].isKing;    //是否為王

            ChessboardManager.Instance.CreateChess(_chessName, ChessboardManager.Instance.cellsBoard[(int)_pos.x, (int)_pos.y], _camps, _isKing);
        }
    }
示例#3
0
        public ActionResult Create(HttpPostedFileBase file, Camps camps)
        {
            if (ModelState.IsValid)
            {
                if (file != null && file.ContentLength > 0)
                {
                    var fileName   = "";
                    var randomFile = "";
                    var uploadDir  = "~/Content/Images/CampsImg";

                    System.IO.Directory.CreateDirectory(Server.MapPath(uploadDir));

                    fileName = file.FileName;
                    string extension = Path.GetExtension(file.FileName);
                    randomFile = DateTime.Now.ToString("yyyyMMddHHmmssfff") + "_" + Guid.NewGuid().ToString("N") + extension;

                    var filePath = Path.Combine(Server.MapPath(uploadDir), randomFile);
                    file.SaveAs(filePath);

                    camps.Image     = randomFile;
                    camps.CreatedBy = User.Identity.GetUserId();
                    camps.CreatedOn = DateTime.UtcNow.AddHours(5);

                    db.Camps.Add(camps);
                    db.SaveChanges();
                    return(RedirectToAction("Index"));
                }
            }

            return(View(camps));
        }
        public CampsResult AddCamps(CampDomain camp)
        {
            var campResult = CampsResult.Create(camp);

            Camps.Add(campResult);

            return(campResult);
        }
示例#5
0
        public ActionResult DeleteConfirmed(long id)
        {
            Camps camps = db.Camps.Find(id);

            db.Camps.Remove(camps);
            db.SaveChanges();
            return(RedirectToAction("Index"));
        }
示例#6
0
    //設置棋子於指定位置
    //[input] name=棋子名稱 / pos=位置 / player=玩家陣營(True=正面方/False=反面方) / isKing=是否為王
    public void CreateChess(AnimalChessName name, CellBehavior cell, Camps player, bool isKing)
    {
        GameObject    chessGo     = Instantiate(chessPrefab, cell.GetComponent <RectTransform>()); //創建指定的棋子物件
        ChessBehavior ChessScript = chessGo.GetComponent <ChessBehavior>();                        //取得棋子腳本

        ChessScript.ChessInitialize(Dict_ChessAttribute[name], player, isKing);                    //套用棋子屬性設定

        cell.chessScript = ChessScript;                                                            //將棋子腳本註冊至所在的棋格上
    }
示例#7
0
    //遊戲流程控制
    private IEnumerator Cor_MainProcess(bool isAwake, Camps firstPlayer, int boardRecord)
    {
        if (isAwake)
        {
            yield return(StartCoroutine(Cor_BuildEnvironment()));                   //遊戲初運行時, 先建置環境
        }
        yield return(StartCoroutine(Cor_GameInitialize(firstPlayer, boardRecord))); //遊戲初始化

        StartCoroutine(Cor_GameStart());                                            //遊戲程序
    }
示例#8
0
    //----------------------------------------------------------------------------------------------------------------------

    //呼叫玩家勝利視窗
    public void CallWinningWindow(Camps p)
    {
        winText.text = p.ToString() + " 獲勝!!";

        winnerPanel.SetActive(true);
        Text bt = resetGameButton.gameObject.GetComponentInChildren <Text>();

        bt.text = "重置遊戲";
        resetGameButton.onClick.AddListener(GameController.Instance.ResetGame);
    }
示例#9
0
 public ActionResult Edit(Camps camps)
 {
     if (ModelState.IsValid)
     {
         db.Entry(camps).State = EntityState.Modified;
         db.SaveChanges();
         return(RedirectToAction("Index"));
     }
     return(View(camps));
 }
示例#10
0
 /// <summary>
 /// 初始化卡牌
 /// </summary>
 /// <param name="card">卡牌信息</param>
 /// <param name="localCamp">卡牌所在阵营</param>
 public void Init(CardMsg card, Camps localCamp)
 {
     this.atk     = card.Atk;
     this.maxHp   = card.MaxHp;
     this.curHp   = card.MaxHp;
     this.def     = card.Def;
     this.speed   = card.Speed;
     this.bornPos = card.BornPos;
     this.camp    = localCamp;
 }
示例#11
0
        public IHttpActionResult PostCamps(Camps camps)
        {
            if (!ModelState.IsValid)
            {
                return(BadRequest(ModelState));
            }
            campServices.AddCamp(camps);
            return(Ok(camps));

            //     return CreatedAtRoute("DefaultApi", new { id = camps.Id }, camps);
        }
示例#12
0
        public ActionResult Edit(long?id)
        {
            if (id == null)
            {
                return(new HttpStatusCodeResult(HttpStatusCode.BadRequest));
            }
            Camps camps = db.Camps.Find(id);

            if (camps == null)
            {
                return(HttpNotFound());
            }
            return(View(camps));
        }
示例#13
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        public int Add(Camps camp)
        {
            var existingCamp = _context.Camps.FirstOrDefault(camps => camps.Title.ToUpper() == camp.Title.ToUpper());

            if (existingCamp == null)
            {
                return(0);
            }
            else
            {
                _context.Camps.Add(camp);
                var result = _context.SaveChanges();
                return(result);
            }
        }
示例#14
0
 /// <summary>
 /// 初始化类。
 /// </summary>
 /// <param name="name">角色姓名。一经输入不变动。</param>
 /// <param name="camp">角色阵营。一经输入不变动。</param>
 /// <param name="location">角色出生的地理位置。</param>
 /// <param name="attribute">角色的自定义属性。</param>
 public Character(string name, Camps camp, Locations location, params string[] attribute)
 {
     CharacterName   = name;
     Camp            = camp;
     Location        = location;
     IsAlive         = false;
     CustomAttribute = new Dictionary <string, string>();
     if (attribute != null)
     {
         foreach (string att in attribute)
         {
             CustomAttribute.Add(att, "");
         }
     }
 }
    //加入打入預備棋
    public void AddDropPawnChess(ChessBehavior originChess, Camps changeTo)
    {
        GameObject   cellGo = Instantiate(ChessboardManager.Instance.cellPrefab, this.transform);
        CellBehavior cell   = cellGo.GetComponent <CellBehavior>();

        dropPawnCells.Add(cell);                                                                                                                           //加入打入預備棋格物件

        cell.cTag = CellTag.打入預備格;                                                                                                                         //設定格子類型
        cell.pos  = new Vector2(-100, -100);                                                                                                               //設定格子位置

        AutoLayout();                                                                                                                                      //自動調整尺寸

        ChessboardManager.Instance.Move(originChess, cell, false);                                                                                         //將棋子移動到打入預備格

        originChess.ChessInitialize(ChessboardManager.Instance.Dict_ChessAttribute[originChess.GetAttribure.dropPawnChess], changeTo, originChess.isKing); //若棋子被吃掉後會改變型態, 則更新棋子狀態
    }
示例#16
0
        public IHttpActionResult PutCamps(Camps camp)
        {
            if (!ModelState.IsValid)
            {
                return(BadRequest(ModelState));
            }
            var result = campServices.UpdateCamp(camp);

            if (!result)
            {
                return(NotFound());
            }
            return(Ok(camp));

            //return StatusCode(HttpStatusCode.NoContent);
        }
        public async Task <IActionResult> PutCamps(long id, Camps model)
        {
            var startDate  = model.StartDate;
            var endDate    = model.EndDate;
            var campsCheck = await _context.Camps.FirstOrDefaultAsync(x => x.Id == id);

            if (model != null)
            {
                campsCheck.StartDate = startDate;
                campsCheck.EndDate   = endDate;
                _context.Update(campsCheck);
                await _context.SaveChangesAsync();

                return(Ok(campsCheck));
            }
            return(BadRequest("Something went wrong, could not update the Database"));
        }
示例#18
0
    }                                                                //取得棋子屬性

    //-------------------------------------------------------------------------------------------------------------------

    //棋子初始化
    public void ChessInitialize(ChessAttribute _attribute, Camps player, bool _isKing)
    {
        attribute = _attribute; //設定棋子屬性

        //this.name = player.ToString() + " / " + _attribute.chessName.ToString(); //更改遊戲物件名稱

        //初始化棋子尺寸
        this.GetComponent <RectTransform>().sizeDelta = Vector2.zero;

        //初始化棋子圖示
        animalIcon.sprite = attribute.animalIcon;

        //依照陣營變換棋子顏色
        if (player == Camps.正面方)
        {
            frameImage.color = UIManager.Instance.playerColor;
        }
        else if (player == Camps.反面方)
        {
            frameImage.color = UIManager.Instance.enemyColor;
        }

        chessPlayer = player;  //設定陣營
        isKing      = _isKing; //是否為王

        //顯示可移動方向在棋子上
        directionType = new List <DirectionType>();      //初始化可移動方向陣列
        for (int i = 0; i < directionImages.Length; i++) //先關閉全部的可移動方向
        {
            directionImages[i].gameObject.SetActive(false);
        }

        for (int i = 0; i < attribute.directionType.Count; i++) //設定可移動方向
        {
            directionType.Add(attribute.directionType[i]);
        }

        if (player == Camps.反面方) //棋子為反面方時, 條件性翻轉可移動方向
        {
            //需實施反轉的方向(一對)
            List <DirectionType[]> exchangeDir = new List <DirectionType[]>();
            exchangeDir.Add(new DirectionType[] { DirectionType.左上, DirectionType.左下 });
            exchangeDir.Add(new DirectionType[] { DirectionType., DirectionType. });
        public IActionResult Camps()
        {
            httpClient = new HttpClient();
            httpClient.DefaultRequestHeaders.Accept.Clear();
            httpClient.DefaultRequestHeaders.Add("X-Api-Key", API_KEY);
            httpClient.DefaultRequestHeaders.Accept.Add(
                new System.Net.Http.Headers.MediaTypeWithQualityHeaderValue("application/json"));

            string CAMPGROUND_API_PATH = BASE_URL + "/campgrounds?limit=5";
            string campsData           = "";

            Camps camps = null;

            httpClient.BaseAddress = new Uri(CAMPGROUND_API_PATH);

            try
            {
                HttpResponseMessage response = httpClient.GetAsync(CAMPGROUND_API_PATH).GetAwaiter().GetResult();

                if (response.IsSuccessStatusCode)
                {
                    campsData = response.Content.ReadAsStringAsync().GetAwaiter().GetResult();
                }

                if (!campsData.Equals(""))
                {
                    // JsonConvert is part of the NewtonSoft.Json Nuget package
                    camps = JsonConvert.DeserializeObject <Camps>(campsData);
                }
            }
            catch (Exception e)
            {
                // This is a useful place to insert a breakpoint and observe the error message
                Console.WriteLine(e.Message);
            }

            return(View(camps));
        }
        public async Task <ActionResult <Camps> > PostCamps(Camps model)
        {
            var startDate = model.StartDate;
            var endDate   = model.EndDate;
            //var eventsId = model.Events;
            var name        = model.Name;
            var eventsCheck = await _context.Camps.FirstOrDefaultAsync(x => x.Name == model.Name);

            if (model != null)
            {
                var Camp = new Camps()
                {
                    Name      = name,
                    StartDate = startDate,
                    EndDate   = endDate,
                };
                _context.Camps.Add(Camp);
                await _context.SaveChangesAsync();

                return(Ok(Camp));
            }
            return(BadRequest("Something Went wrong. Could not create"));
        }
示例#21
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 public async Task Remove(FirebaseObject <Camp> camp)
 {
     Camps.Remove(camp);
     await CampDataStore.DeleteAsync($"camps/{camp.Key}");
 }
示例#22
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 /// <summary>
 /// 判断与目标阵营是否敌对
 /// </summary>
 /// <param name="camp">目标阵营</param>
 /// <returns>是否敌对</returns>
 public bool IsHostileTo(Camps camp)
 {
     bool hostile = false;
     switch (camp) {
         case Camps.Justice:
         case Camps.Neutrality:
             if (this.Camp == Camps.Eval) { hostile = true; }
             break;
         case Camps.Eval:
             hostile = true;
             break;
     }
     return hostile;
 }
        public bool AddCamp(Camps camp)
        {
            var result = campsRepository.Add(camp);

            return(result > 0);
        }
        public bool UpdateCamp(Camps camp)
        {
            var result = campsRepository.Update(camp);

            return(result > 0);
        }
示例#25
0
    //遊戲初始化
    private IEnumerator Cor_GameInitialize(Camps firstPlayer, int boardRecord)
    {
        PlayerController.Instance.isWorking = false; //玩家禁止操作

        //UI重置
        UIManager.Instance.CloseWinningWindow(); //關閉玩家勝利視窗

        //遊戲過程參數重置
        pcs_eat       = false;
        pcs_levelUp   = false;
        conquerPlayer = Camps.無;
        winPlayer     = Camps.無;

        //滑鼠事件初始化
        ChessboardManager.Instance.stayingCell = null;
        ChessboardManager.Instance.clickedCell = null;
        ChessboardManager.Instance.mouseUpCell = null;

        //清空棋子
        CellBehavior[,] _cellsBoard = ChessboardManager.Instance.cellsBoard; //取得棋盤

        //Debug.Log("----------------清空棋盤[Start]----------------");
        for (int i = 0; i < _cellsBoard.GetLength(1); i++)     //高度(Y軸)
        {
            for (int j = 0; j < _cellsBoard.GetLength(0); j++) //寬度(X軸)
            {
                if (_cellsBoard[j, i].chessScript != null)
                {
                    //Debug.Log(string.Format("[{0}, {1}] : {2}", j, i, _cellsBoard[j, i].chessScript.gameObject.name));

                    GameObject go = _cellsBoard[j, i].chessScript.gameObject;
                    _cellsBoard[j, i].chessScript = null; //清除腳本參考
                    Destroy(go);                          //清除物件
                }
            }
        }
        //Debug.Log("----------------清空棋盤[End]----------------");

        //Debug.Log("----------------清空打入預備區[Start]----------------");
        DropPawnPanelManager[] dropPawnPanels = new DropPawnPanelManager[2] {
            ChessboardManager.Instance.dropPawnPanel_player1, ChessboardManager.Instance.dropPawnPanel_player2
        };

        for (int i = 0; i < dropPawnPanels.Length; i++)
        {
            for (int j = 0; j < dropPawnPanels[i].dropPawnCells.Count; j++)
            {
                Destroy(dropPawnPanels[i].dropPawnCells[j].chessScript.gameObject); //銷毀棋子
                Destroy(dropPawnPanels[i].dropPawnCells[j].gameObject);             //銷毀棋格
            }

            dropPawnPanels[i].dropPawnCells = new List <CellBehavior>(); //List初始化
        }
        //Debug.Log("----------------清空打入預備區[End]----------------");

        ChessBoardInitialize(boardRecord); //棋盤初始化
        nowPlayer = firstPlayer;           //設定第一手玩家

        yield return(new WaitForEndOfFrame());

        PlayerController.Instance.isWorking = true; //玩家可操作
        StepEnd = false;                            //玩家下完棋狀態設為"尚未"(false)
    }
示例#26
0
文件: Radar.cs 项目: Abusita/LL001
        /// <summary>
        /// 获取目标索引
        /// </summary>
        /// <param name="speedItemList">在场单位列表(OrderBySpeed)</param>
        /// <param name="radarType">搜索方式</param>
        /// <param name="selfCamp">本方阵营</param>
        /// <param name="selfPos">当前单位的位置</param>
        /// <returns></returns>
        public static int GetTargetIndex(List <DataManager.SpeedItem> speedItemList, RadarType radarType, Camps selfCamp, int selfPos)
        {
            int posAdjust_Y = -1 * DataBase.cardPos[selfPos].y;

            DataBase.Pos targetPos = new DataBase.Pos();


            for (int i = 0; i < 2; i++)
            {
                for (int j = 0; j < 7; j++)
                {
                    //设置目标的坐标-前排优先
                    int posX = DataBase.cardPos[selfPos].x + front_first[i, j, 0];
                    int posY = DataBase.cardPos[selfPos].y + front_first[i, j, 1] + posAdjust_Y;
                    targetPos.set(posX, posY);
                    Console.WriteLine("posX: " + posX + "  posY: " + posY);

                    //获取目标索引
                    for (int s = 0; s < speedItemList.Count; s++)
                    {
                        if (speedItemList[s].card.BornPos == DataBase.GetPosIndex(targetPos))
                        {
                            if (speedItemList[s].camp != selfCamp)
                            {
                                return(s);
                            }
                        }
                    }
                }
            }
            return(-1);
        }