public void Land(GameObject starGO) { Landed = true; StarMovement prevStarMovement = CurrentStar.GetComponent <StarMovement>(); if (prevStarMovement != null) { prevStarMovement.Stopped = false; } CurrentStar = starGO.transform; transform.SetParent(CurrentStar); transform.localPosition = Vector3.zero; Star star = CurrentStar.GetComponent <Star>(); if (star != null) { star.ReceiveLink(); _collectedStars.AddStar(star); star.GetComponent <StarMovement>().Stopped = true; } _linker.EndActiveLink(); }
public Boolean AddCurrentStar(CurrentStar currentSatr) { String sql = @"INSERT INTO [current_star]([current_id], [user_id], [star_date]) VALUES(@current_id, @user_id, @star_date)"; String query = @"SELECT COUNT([id]) FROM [current_star] WHERE [current_id] = @current_id AND [user_id] = @user_id"; SqlParameter[] parameters = new SqlParameter[] { new SqlParameter("@current_id", currentSatr.CurrentId), new SqlParameter("@user_id", currentSatr.UserId), new SqlParameter("@star_date", currentSatr.StarDate) }; Int32 line = -1; if ((Int32)connector.Execute("scalar", query, parameters) == 0) { line = (Int32)connector.Execute("non", sql, parameters); } return(line <= 0 ? false : true); }
public void StarPresentationCutscene(CurrentStar star) { ConfigService configService = new ConfigService(); configService.GetConfig(this, (config) => { string textToShow = string.Format(starPresentationCutsceneText, star.starName, star.starProperty, config.wishesNeeded - star.wishesReceived); textController.ShowText(textToShow, onComplete: ConfigureYesOrNoButtons); }); }
/// <summary> /// Updates this StarSystem for the new time. /// </summary> /// <param name="deltaSeconds">Change in seconds since last update.</param> public void Update(int deltaSeconds) { // Update the position of all planets. This should probably be in something like the construction tick in Aurora. foreach (Star CurrentStar in Stars) { CurrentStar.UpdatePosition(deltaSeconds); // Since the star moved, update the JumpPoint position. foreach (JumpPoint CurrentJumpPoint in JumpPoints) { CurrentJumpPoint.UpdatePosition(); } } }
/// <summary> /// Updates this StarSystem for the new time. /// </summary> /// <param name="deltaSeconds">Change in seconds since last update.</param> public void Update(int deltaSeconds) { // Update the position of all planets. This should probably be in something like the construction tick in Aurora. foreach (Star CurrentStar in Stars) { // The system primary will cause a divide by zero error currently as it has no orbit. if (CurrentStar != Stars[0]) { CurrentStar.UpdatePosition(deltaSeconds); // Since the star moved, update the JumpPoint position. foreach (JumpPoint CurrentJumpPoint in JumpPoints) { CurrentJumpPoint.UpdatePosition(); } } foreach (Planet CurrentPlanet in CurrentStar.Planets) { CurrentPlanet.UpdatePosition(deltaSeconds); } } }
// 收藏动态 protected void StarBtn_Click(object sender, EventArgs e) { Button btn = (Button)sender; try { if (!IsSignIn()) { Response.Redirect(URL_SIGNIN); return; } Int64 userId = GetUserId(); Int64 currentId = GetCurrentId(); if (userId != 0 || currentId != 0) { CurrentStar currentStar = new CurrentStar() { CurrentId = currentId, UserId = userId, StarDate = DateTime.Now.ToLocalTime() }; Boolean isOk = CurrentStarService.AddCurrentStar(currentStar); if (isOk) { btn.Text = "收藏成功"; } } } catch (Exception ex) { PromptInfo.Text = ex.Message; } }
/// <summary> /// 添加动态收藏 /// </summary> /// <param name="currentSatr"></param> /// <returns></returns> public static Boolean AddCurrentStar(CurrentStar currentSatr) { return(iDao.AddCurrentStar(currentSatr)); }