示例#1
0
        /// <summary>
        /// Allows the game to perform any initialization it needs to before starting to run.
        /// This is where it can query for any required services and load any non-graphic
        /// related content.  Calling base.Initialize will enumerate through any components
        /// and initialize them as well.
        /// </summary>
        protected override void Initialize()
        {
            graphics.PreferredBackBufferHeight = 480;
            graphics.PreferredBackBufferWidth  = 640;
            IsFixedTimeStep = true;
            graphics.SynchronizeWithVerticalRetrace = true;
            graphics.PreferMultiSampling            = true;
            graphics.ApplyChanges();
            //initialize the various tools we'll use
            EditorScreen.initialize(form, this);
            TileTool.InitializeTool(this, form);
            ModelTool.InitializeTool(this, form);
            NPCTool.InitializeTool(this, form);



            base.Initialize();
        }
示例#2
0
 /// <summary>
 /// sync data
 /// </summary>
 /// <returns>sync result</returns>
 public bool SyncData()
 {
     try
     {
         List <Mes_ua_submit> listFromScada = GetSubmitSourceDataFromScada();
         List <Mes_ua_submit> listFromMes   = GetSubmitSourceDataFromMes();
         List <Mes_ua_submit> listSame      = ModelTool.GetJoin(listFromScada, listFromMes);
         List <Mes_ua_submit> listAdd       = ModelTool.GetMinus(listFromScada, listSame);
         List <Mes_ua_submit> listDelete    = ModelTool.GetMinus(listFromMes, listSame);
         AddDataIntoMes(listAdd);
         RemoveDataFromMes(listDelete);
         return(true);
     }
     catch (Exception ex)
     {
         LogTool.Error(ex);
         return(false);
     }
 }
        static public void draw(World world)
        {
            //draw tiles
            GameDraw.DrawAdjacentGround(world, lookAtPosition);
            //draw scenery/models
            GameDraw.DrawScenery(world);
            //draw npc's
            //GameDraw.updateNPCSpritesheets(world);
            GameDraw.DrawNPCs(world);

            //draw the temporary NPC if we are setting a path
            if (editor.toolTab.SelectedTab == editor.NPCTab)
            {
                NPCTool.Draw();
            }
            else if (editor.toolTab.SelectedTab == editor.SceneryTab)
            {
                ModelTool.Draw(currentKeyState);
            }
        }
示例#4
0
 partial void OnValidate(System.Data.Linq.ChangeAction action)
 {
     ModelTool.ValidateStringLength(this);
 }
示例#5
0
 partial void OnCreated()
 {
     ModelTool.SetDefault(this);
     //this.ID = Guid.NewGuid();
 }
示例#6
0
 partial void OnCreated()
 {
     ModelTool.SetDefault(this);
 }
示例#7
0
        //[Route("api/{controller}")]
        public void Put([FromBody] object modelObj)
        {
            WebApiBasicBll bll = new WebApiBasicBll();

            bll.UpdateByModel(ModelTool.ChangeObjectToList <Me_worker>(modelObj));
        }
示例#8
0
        //[Route("api/{controller}")]
        public void Delete([FromBody] object pmsObj)
        {
            WebApiBasicBll bll = new WebApiBasicBll();

            bll.DeleteModelByPms <Me_worker>(ModelTool.ChangeObjectToList <Dictionary <string, object> >(pmsObj));
        }
        static public void update(GameTime gameTime, World world)
        {
            //get current state of keyboard and mouse
            currentMouseState = Mouse.GetState();
            currentKeyState   = Keyboard.GetState();

            //keyboard actions
            HandleArrowKeys();

            if (currentKeyState.IsKeyDown(Keys.A))
            {
                lookAtPosition -= new Vector3(GameDraw.cameraOffset.Length() / 100, 0, 0);
            }
            if (currentKeyState.IsKeyDown(Keys.D))
            {
                lookAtPosition += new Vector3(GameDraw.cameraOffset.Length() / 100, 0, 0);
            }
            if (currentKeyState.IsKeyDown(Keys.S))
            {
                lookAtPosition += new Vector3(0, GameDraw.cameraOffset.Length() / 100, 0);
            }
            if (currentKeyState.IsKeyDown(Keys.W))
            {
                lookAtPosition -= new Vector3(0, GameDraw.cameraOffset.Length() / 100, 0);
            }
            //undo action
            //check whether a ctrl is down, and the Z key has been pressed (was up, is now down)
            if ((currentKeyState.IsKeyDown(Keys.LeftControl) || currentKeyState.IsKeyDown(Keys.RightControl)) &&
                (currentKeyState.IsKeyDown(Keys.Z) && prevKeyState.IsKeyUp(Keys.Z)))
            {
                //make sure the next history isn't empty
                if (editor.zoneHistory[editor.historyIndex + 1] != null)
                {
                    //increase history index by one if possible
                    editor.historyIndex++;
                    if (editor.historyIndex >= editor.historySize)
                    {
                        editor.historyIndex = editor.historySize - 1;
                    }

                    //change to the historical zone
                    game.world.addZone(editor.zoneHistory[editor.historyIndex]);
                    game.world.changeZone(editor.zoneHistory[editor.historyIndex]);
                    GameDraw.MakeAdjBuffers(game.world);
                }
            }
            //redo action
            //check whether a ctrl is down, and the Y key has been pressed (was up, is now down)
            if ((currentKeyState.IsKeyDown(Keys.LeftControl) || currentKeyState.IsKeyDown(Keys.RightControl)) &&
                (currentKeyState.IsKeyDown(Keys.Y) && prevKeyState.IsKeyUp(Keys.Y)))
            {
                //make sure there is room for us to redo
                if (editor.historyIndex > 0)
                {
                    editor.historyIndex--;

                    //if so then restore the next zone state
                    game.world.addZone(editor.zoneHistory[editor.historyIndex]);
                    game.world.changeZone(editor.zoneHistory[editor.historyIndex]);
                    GameDraw.MakeAdjBuffers(game.world);
                }
            }

            //mouse actions
            {
                //if mouse is down
                if (currentMouseState.LeftButton == ButtonState.Pressed)
                {
                    //check if mouse has been pressed, and if so then save current history
                    //that way you can undo to whatever the state was before the mouse was pressed
                    if (prevMouseState.LeftButton == ButtonState.Released && currentMouseState.LeftButton == ButtonState.Pressed)
                    {
                        updateHistory();
                    }


                    //if we have an actual tile selected do the different options
                    if (game.selectedX != -1 && game.selectedY != -1)
                    {
                        //if we are in the tile section
                        if (editor.toolTab.SelectedTab == editor.TileSpritesTab)
                        {
                            TileTool.ApplyImage();
                        }
                        //if we are in the tile settings tab
                        if (editor.toolTab.SelectedTab == editor.TilePropertiesTab)
                        {
                            TileTool.ApplySettings();
                        }
                        //if we are in the NPC tab
                        if (editor.toolTab.SelectedTab == editor.NPCTab)
                        {
                            if (NPCTool.toolType == NPCToolType.PlaceNPC)
                            {
                                NPCTool.PlaceNPC();
                            }
                            else if (NPCTool.toolType == NPCToolType.SetWanderArea)
                            {
                                //on start setting the wander area
                                if (prevMouseState.LeftButton == ButtonState.Released)
                                {
                                    NPCTool.StartSetWander();
                                }
                            }
                            else if (NPCTool.toolType == NPCToolType.EditNPC)
                            {
                                //on click pick up the NPC
                                if (prevMouseState.LeftButton == ButtonState.Released)
                                {
                                    NPCTool.PickUpNPC();
                                }
                                //update postion of NPC if we have one active
                                if (editor.activeNPCEdit != null)
                                {
                                    //if there are no obstables
                                    if (world.currentArea.tile[game.selectedX, game.selectedY].isClear())
                                    {
                                        editor.activeNPCEdit.tileCoords = new Point(game.selectedX, game.selectedY);
                                    }
                                }
                            }
                            else if (NPCTool.toolType == NPCToolType.DeleteNPC)
                            {
                                NPCTool.DeleteNPC();
                            }
                        }
                        //if we are in the model tab
                        if (editor.toolTab.SelectedTab == editor.SceneryTab)
                        {
                            //place a new model if new is selected
                            if (editor.modelNewRadio.Checked)
                            {
                                if (editor.sceneryBox.SelectedItem != null)
                                {
                                    ModelTool.PlaceModel();
                                }
                            }
                            //if delete is selected then it should act as a delete tool
                            else if (editor.modelDeleteRadio.Checked)
                            {
                                ModelTool.DeleteModel();
                            }
                            //edit model if edit is selected
                            else if (editor.modelEditRadio.Checked)
                            {
                                //on "click" rather than whenever pressed
                                if (prevMouseState.LeftButton == ButtonState.Released)
                                {
                                    ModelTool.EditModel();
                                    //on mouse down we "pick up" the scenery object
                                    ModelTool.PickUpScenery();
                                }
                            }
                        }
                    }
                }
                //on mouse release
                if (prevMouseState.LeftButton == ButtonState.Pressed && currentMouseState.LeftButton == ButtonState.Released)
                {
                    //if we have an actual tile selected do the different options
                    if (game.selectedX != -1 && game.selectedY != -1)
                    {
                        //if we are in the model tab
                        if (editor.toolTab.SelectedTab == editor.SceneryTab && editor.modelEditRadio.Checked)
                        {
                            //on mouse up we "drop" the scenery object
                            ModelTool.DropScenery();
                        }
                        //if we are on the NPC tab
                        if (editor.toolTab.SelectedTab == editor.NPCTab)
                        {
                            if (NPCTool.toolType == NPCToolType.SetWanderArea && editor.NPCEditRadio.Checked)
                            {
                                NPCTool.EndSetWander();
                            }
                            else if (NPCTool.toolType == NPCToolType.EditNPC && editor.NPCEditRadio.Checked)
                            {
                                if (NPCTool.holdingNPC)
                                {
                                    NPCTool.DropNPC();
                                }
                            }
                        }
                    }
                }

                //when we release the mouse we want to save the current state as the most recent history
                if (prevMouseState.LeftButton == ButtonState.Pressed && currentMouseState.LeftButton == ButtonState.Released)
                {
                    //if the history index is zero we want to save the current zone
                    if (editor.historyIndex == 0)
                    {
                        editor.zoneHistory[0] = new Zone(game.world.currentArea);
                    }
                }

                HandleScrollWheelActions();
            }

            //update previous mouse/keyboard state
            prevMouseState = currentMouseState;
            prevKeyState   = currentKeyState;
        }
        //[Route("api/{controller}")]
        public void Post([FromBody] object modelObj)
        {
            WebApiBasicBll bll = new WebApiBasicBll();

            bll.CreateByModel(ModelTool.ChangeObjectToList <Mes_ua_submit>(modelObj));
        }