public async Task <IActionResult> Edit(int id, MainDirection mainDirection) { if (id != mainDirection.ID) { return(NotFound()); } if (ModelState.IsValid) { try { _context.Update(mainDirection); await _context.SaveChangesAsync(); } catch (DbUpdateConcurrencyException) { if (!MainDirectionExists(mainDirection.ID)) { return(NotFound()); } else { throw; } } return(RedirectToAction(nameof(Index))); } return(View(mainDirection)); }
//Called by the Controls.cs script. When a player presses their movement keys, it calls this function //sending over a "y" value, set to either 1 or 0, depending if they are moving forward or backwards. public void Move(float y) { if (rig == null) { rig = GetComponent <Rigidbody2D>(); if (rig == null) { rig = gameObject.AddComponent <Rigidbody2D>(); } } rig.velocity = Vector2.zero; Vector3 moveVector = Vector3.zero; //Vector3 moveVector = direction * y * moveSpeed; CheckIfCollidersStillHitting(moveVector); if (!(isCollidedTop || isCollidedBot || isCollidedRight || isCollidedLeft)) { transform.position += moveVector; } else { MainDirection movementDirection = GetDirection(moveVector); moveVector = GetMovementAdjustment(moveVector, movementDirection); transform.position += moveVector; } }
public async Task <IActionResult> Create(MainDirection mainDirection) { if (ModelState.IsValid) { _context.Add(mainDirection); await _context.SaveChangesAsync(); return(RedirectToAction(nameof(Index))); } return(View(mainDirection)); }
public string Serialize() { return(Type.ToString() + MainDirection.ToString("d") + SocketUp.ToString("d") + SocketRight.ToString("d") + SocketDown.ToString("d") + SocketLeft.ToString("d") + Capacity.ToString() + (IsMain ? "1" : "0")); }
public CreateCone(String path, Vec3 position, int radius, int height, MainDirection AxisDirection) : base("createCone('" + path + "', " + position.ToIPhysicsString() + ", " + radius.ToString() + ", " + height.ToString() + ", " + ((int)AxisDirection).ToString() + ")") { }
private Vector3 GetMovementAdjustment(Vector3 moveVector, MainDirection movementDirection) { Vector3 retVector = moveVector; switch (movementDirection) { case MainDirection.NULL: retVector = Vector3.zero; break; case MainDirection.Top: if (isCollidedTop) { retVector = Vector3.zero; } break; case MainDirection.Bottom: if (isCollidedBot) { retVector = Vector3.zero; } break; case MainDirection.Right: if (isCollidedRight) { retVector = Vector3.zero; } break; case MainDirection.Left: if (isCollidedLeft) { retVector = Vector3.zero; } break; case MainDirection.TopRight: if (isCollidedTop && isCollidedRight) { retVector = Vector3.zero; } else if (isCollidedTop) { retVector.y = 0; // -0; // 0.01f; } else if (isCollidedRight) { retVector.x = 0; // -0; // 0.01f; } break; case MainDirection.TopLeft: if (isCollidedTop && isCollidedLeft) { retVector = Vector3.zero; } else if (isCollidedTop) { retVector.y = 0; // -0; // 0.01f; } else if (isCollidedLeft) { retVector.x = 0; // 0.01f; } break; case MainDirection.BottomRight: if (isCollidedBot && isCollidedRight) { retVector = Vector3.zero; } else if (isCollidedBot) { retVector.y = 0; // 0.01f; } else if (isCollidedRight) { retVector.x = 0; // -0; // 0.01f; } break; case MainDirection.BottomLeft: if (isCollidedBot && isCollidedLeft) { retVector = Vector3.zero; } else if (isCollidedBot) { retVector.y = 0; // 0.01f; } else if (isCollidedLeft) { retVector.x = 0; // 0.01f; } break; } /*if (retVector != moveVector) * ResetCollisions();*/ retVector.z = 0; return(retVector); }