public void SpawnChamber(Vector2 toSpawn, ref Chamber[,] theChamberMatrix) { tileMatrix = GetComponent <Tilemap>(); Chamber toBeConnected = theChamberMatrix[(int)toSpawn.x, (int)toSpawn.y]; Debug.Log("Got chamber for paint, origin is: " + toBeConnected.Origin); Debug.Log("The chamber is " + toSpawn); for (int y = 0; y < chamberSizeY; y++) { for (int x = 0; x < chamberSizeX; x++) { if (toBeConnected.mapMatrix[(y * chamberSizeX) + x] == 1) { //Tile is of type 1 (Ground) Vector3Int toPaint = new Vector3Int((int)toBeConnected.Origin.x + x, (int)toBeConnected.Origin.y + chamberSizeY - y, 0); tileMatrix.SetTile(toPaint, tiles[0]); } else { Vector3Int toPaint = new Vector3Int((int)toBeConnected.Origin.x + x, (int)toBeConnected.Origin.y + chamberSizeY - y, 0); tileMatrix.SetTile(toPaint, null); if (toBeConnected.mapMatrix[(y * chamberSizeX) + x] == 5) { toPaint.y += 1; GameObject enemyToInstantiate = Instantiate(enemySpawner, toPaint, Quaternion.identity); enemyToInstantiate.transform.parent = gameObject.transform; } } } } }
public MainWindow() { InitializeComponent(); this.MouseLeftButtonDown += (sender, e) => this.DragMove(); DataContext = new Chamber() { volume = 20, brilliance = 10 }; XmlDocument xml = new XmlDocument(); }
public async Task <ResponseMessage> SaveChamber([FromBody] Chamber chamber) { try { if (chamber.Id == null) { chamber.CreatedBy = LoginUser.Name; chamber.CreatedDate = DateTime.UtcNow; } chamber.UpdatedBy = LoginUser.Name; chamber.UpdatedDate = DateTime.UtcNow; var savedChamber = await _chamberService.SaveChamber(chamber); if (savedChamber == null) { return new ResponseMessage { Status = "Error", Message = "Error saving chamber." } } ; return(new ResponseMessage { Status = "Ok", Data = savedChamber }); } catch (Exception ex) { _logger?.LogError(ex, "Error saving chamber."); return(new ResponseMessage { Status = "Error", Message = "Error saving chamber." }); } }
public void Execute(Chamber item, DateTime startTime, string programName, string recipeName) { item.AssetUseCount++; item.Records.Add(new AssetUsageRecord(startTime, item.AssetUseCount, programName, recipeName)); SuperUpdate(item); }
public void Commit(ExecutorStatus Status, DateTime EndTime, String Description = "") //Need to check the Executor Status to make sure it is executing { if (Status != ExecutorStatus.Completed && Status != ExecutorStatus.Invalid) { System.Windows.MessageBox.Show("Only Completed and Invalid are available status to be commited"); return; } if (this.Status == ExecutorStatus.Executing) { this.Description = Description; this.EndTime = EndTime; if (Chamber != null) { Chamber.Status = AssetStatusEnum.IDLE; Chamber.UpdateRecords(StartTime, Chamber.Status); } TesterChannel.Status = AssetStatusEnum.IDLE; TesterChannel.UpdateRecords(StartTime, TesterChannel.Status); Battery.Status = AssetStatusEnum.IDLE; Battery.UpdateRecords(StartTime, Battery.Status); this.Status = Status; //this has to be the last assignment because it will raise StatusChanged event so that duration will be updated using StartTime and EndTime } else { System.Windows.MessageBox.Show("Only executing tasks can be commited!"); } }
private void ConnectChambers(List <Chamber> lChambers) { List <Chamber> unconnectedChambers = new List <Chamber>(lChambers); Chamber end = GetRandomChamber(unconnectedChambers, lChambers, null, false); while (unconnectedChambers.Count > 0) { Chamber start = GetRandomChamber(unconnectedChambers, lChambers, end, true); int diffX = end.X - start.X; int diffY = end.Y - start.Y; bool northSouthFirst = random.Next(2) == 1; if (northSouthFirst) { bool connected = GoNorthSouth(start, end, start.X); if (!connected) { GoEastWest(start, end, end.Y); } } else { bool connected = GoEastWest(start, end, start.Y); if (!connected) { GoNorthSouth(start, end, end.X); } } } }
public void Commit(Chamber item, DateTime endTime, string programName, string recipeName) { item.AssetUseCount--; item.Records.Add(new AssetUsageRecord(endTime, item.AssetUseCount, programName, recipeName)); SuperUpdate(item); }
public void GenerateAsset(Chamber target) { string path = "Assets/Resources/Chambers/" + connectionType + "/" + chamberType; System.IO.Directory.CreateDirectory(path); AssetDatabase.CreateAsset(target, path + "/" + chamberName + ".asset"); }
public void AddChamber_Test() { //arrange Program p = new Program(); p.SetConfigInUnitTests(); p.GetEnvironment(); Chamber expected = new Chamber(0, "UTest", "Unit test add", null); //act p.AddChamber("UTest", "Unit test add"); p.GetEnvironment(); Chamber actual = null; for (int i = 0; i < p.GetChambers().Length; i++) { if (p.GetChambers()[i].Name == "UTest") { actual = p.GetChambers()[i]; } } //assert Assert.AreEqual(expected.Name, actual.Name); Assert.AreEqual(expected.Description, actual.Description); }
private void ProcessEntry(Collider2D collider2D, bool enter) { if (collider2D.gameObject.layer != Globals.BIPED_LAYER) { return; } if (enter) { Chamber.SetWeaponsActive(true); if (_hasBeenEntered && _allowOneEntry) { return; } Biped biped = collider2D.gameObject.GetComponent <Biped>(); biped.Player.AddPoints(PointType.Chamber); AdvanceGeneration(); _hasBeenEntered = true; } else if (collider2D.gameObject.activeSelf) { Chamber.SetWeaponsActive(false); } }
public async Task <IActionResult> PutPateint([FromRoute] int id, [FromBody] Chamber chamber) { if (!ModelState.IsValid) { return(BadRequest(ModelState)); } if (id != chamber.ChamberId) { return(BadRequest()); } try { _repo.Update(chamber); var save = await _repo.SaveAsync(chamber); } catch (DbUpdateConcurrencyException) { if (!ChamberExists(id)) { return(NotFound()); } else { throw; } } return(NoContent()); }
void CreateNewChamber(int x, int y) { Debug.Log("created chamber at " + x + " , " + y); //Create chamber Chamber chamber = new Chamber(); chamber.Name = "chamber" + "_" + x + "_" + y; chamber.Type = UnityEngine.Random.Range(0, 5); //add it to the array CreateChamberArray.ChamberArray [x, y] = chamber; //instantite gameobject loaded from the resources folder, set the sprite and the name GameObject ChamberGO = (GameObject)Instantiate(Resources.Load("Prefab/brick"), new Vector2(x, y), Quaternion.identity); ChamberGO.GetComponent <SpriteRenderer>().sprite = ChamberSprite[chamber.Type]; ChamberGO.name = "chamber" + "_" + x + "_" + y; //set the transform of the chamber class chamber.Object = ChamberGO; //set the parent of chamber to the level gameobject //ChamberGO.transform.parent = GO_level.transform; SpriteRenderer spriteRenderer = ChamberGO.GetComponent <SpriteRenderer>(); spriteRenderer.sortingLayerName = "Chambers"; }
public ActionResult DeleteConfirmed(int id) { Chamber chamber = db.Chambers.Find(id); db.Chambers.Remove(chamber); db.SaveChanges(); return(RedirectToAction("Index")); }
public void DatabaseUpdate(Chamber item) { using (var uow = new UnitOfWork(new AppDbContext())) { uow.Chambers.Update(item); uow.Commit(); } }
public void DatabaseAdd(Chamber item) { using (var uow = new UnitOfWork(new AppDbContext())) { uow.Chambers.Insert(item); uow.Commit(); } }
public ChamberSwitch(Chamber chamber, Point3D loc, int itemId) : base(itemId) { m_Chamber = chamber; Movable = false; MoveToWorld(loc, Map.TerMur); }
public static Chamber Other(Chamber chamber) { if (chamber == Chamber.Senate) { return(Chamber.House); } return(Chamber.Senate); }
private void TabControl1_SelectionChanged(object sender, SelectionChangedEventArgs e) { if (DataContext != null) { Chamber ch = (Chamber)DataContext; Debug.WriteLine(ch.volume); } }
public static string ChamberNameLong(Chamber chamber) { if (chamber == Chamber.House) { return("House of Representative"); } return("Senate"); }
public static string ChamberNameShort(Chamber chamber) { if (chamber == Chamber.House) { return("House"); } return("Senate"); }
private void EqualizeChambers(Chamber toEqualize, Chamber data) { toEqualize.name = data.name; toEqualize.mapMatrix = data.mapMatrix; toEqualize.type = data.type; toEqualize.connectionPoints = data.connectionPoints; toEqualize.allowedConnections = data.allowedConnections; toEqualize.connectionType = data.connectionType; }
private Chamber[][] LoadChambers() { Chamber[][] thePool = new Chamber[15][]; for (int i = 0; i < chamberPool.Length; i++) { thePool[i] = Resources.LoadAll <Chamber>("Chambers/" + ((ChamberConnectionType)i + 1)); } return(thePool); }
private void chamberList_DoubleClick(object sender, EventArgs e) { ListBox chamberList = (ListBox)Controls.Find("chamberList", true)[0]; Chamber selectedChamber = (Chamber)chamberList.SelectedItem; chamberForm.UpdateForm(selectedChamber); chamberForm.ShowDialog(); }
public void GenerateMatrix(Chamber target) { char[] arraypositions = chamberCode.ToCharArray(); target.mapMatrix = new int[sizeX * sizeY]; for (int position = 0; position < target.mapMatrix.Length; position++) { target.mapMatrix[position] = int.Parse(arraypositions[position].ToString()); } }
/// <summary> /// Creates the level. /// </summary> public void CreateLevel() { // if the level aleady exists if (GameObject.Find(LevelName) != null) { Debug.Log("gameobject exists"); Destroy(GameObject.Find(LevelName)); } // name the level level.Name = LevelName; // new gameObject for the level content GameObject GO_level = new GameObject(); GO_level.name = level.Name; // 2D array for the chamber location for (int i = 0; i < ChamberSize; i++) { for (int j = 0; j < ChamberSize; j++) { //Create chamber Chamber chamber = new Chamber(); chamber.Name = "chamber" + "_" + i + "_" + j; chamber.Type = UnityEngine.Random.Range(0, 5); //Create chamber array ChamberArray [i, j] = chamber; //instantite gameobject loaded from the resources folder, set the sprite and the name GameObject GOBrick = (GameObject)Instantiate(Resources.Load("Prefab/brick"), new Vector2(i, j), Quaternion.identity); GOBrick.GetComponent <SpriteRenderer>().sprite = ChamberSprite[chamber.Type]; GOBrick.name = "chamber" + "_" + i + "_" + j; //set the transform of the chamber class chamber.Object = GOBrick; //set the parent of chamber to the level gameobject GOBrick.transform.parent = GO_level.transform; SpriteRenderer spriteRenderer = GOBrick.GetComponent <SpriteRenderer>(); spriteRenderer.sortingLayerName = "Chambers"; } } // add chambers to level array level.LevelChambers = ChamberArray; //Debug.Log (level.LevelChambers); // add chamber types to the level data string CreateLevelData(); }
public ActionResult Edit([Bind(Include = "ChamberId,Name,Zone,Address")] Chamber chamber) { if (ModelState.IsValid) { db.Entry(chamber).State = EntityState.Modified; db.SaveChanges(); return(RedirectToAction("Index")); } return(View(chamber)); }
public async Task <ActionResult> PostPateint([FromBody] Chamber chamber) { if (!ModelState.IsValid) { return(BadRequest(ModelState)); } _repo.Add(chamber); var save = await _repo.SaveAsync(chamber); return(CreatedAtAction("GetChambers", new { id = chamber.ChamberId }, chamber)); }
public void DomainUpdate(Chamber item) { var edittarget = Items.SingleOrDefault(o => o.Id == item.Id); edittarget.HighestTemperature = item.HighestTemperature; edittarget.LowestTemperature = item.LowestTemperature; edittarget.Manufacturer = item.Manufacturer; edittarget.Name = item.Name; edittarget.AssetUseCount = item.AssetUseCount; edittarget.Records = item.Records; }
protected override Geometry Copy() { return(new KatayamaGeometry((CylinderReflector)Nozzle.Copy(), (CylinderReflector)Reflector.Copy(), (Shield)Shield.Copy(), (Shield)Target.Copy(), (CylinderReflector)Chamber.Copy(), (Shield)ChamberTop.Copy(), (Shield)ChamberBottom.Copy(), ReflectionLimit, ReflectionCoefficient, ReflectionPattern)); }
public override void Initialize() { base.Initialize(); _chambers = new Chamber[ChamberCount]; for (var i = 0; i < _chambers.Length; i++) { var container = ContainerManagerComponent.Ensure <ContainerSlot>($"ballistics_chamber_{i}", Owner); _chambers[i] = new Chamber(container); } }