public bool InsertIntoPatience(Patience pSource) { string[] unInsertColumns = { "Midwife", "HName" }; string sql = dal.MakeInsertSql <Patience>(pSource, unInsertColumns); return(dal.ExecuteNonquery(sql, out msg, splist) > 0); }
public override void DrawOnLaptop(SpriteBatch sb) { if (IsActive) { if (Level.CHEAT_MapDebug) { if (IsExposing) { mapIcons["Grunkfuss"].Draw(sb, MAP_ICON_OFFICE_OFFSET); } else { mapIcons["Grunkfuss"].Draw(sb, MAP_ICON_OFFSET); } } if (Level.Main.UI.State == UIState.Laptop && Level.Laptop.ActiveCamera == CameraIndex.Cam2 && !IsExposing) { float px = sb.MeasureString(Level.hourFont, "PATIENCE:").X; Vector2 offset = PATIENCE_LINE1_OFFSET - new Vector2(px, 0) + _patienceShakeOffset; sb.DrawString(Level.hourFont, "PATIENCE:", offset, PATIENCE_COLOR); px = sb.MeasureString(Level.patienceFont, Patience.ToString()).X; offset = PATIENCE_LINE2_OFFSET - new Vector2(px, 0) + _patienceShakeOffset; sb.DrawString(Level.patienceFont, Patience.ToString(), offset, PATIENCE_COLOR); } } }
void Awake() { if (instance != null) { throw new Exception("Only one patience instance should exist"); } instance = this; }
public void ProcessRequest(HttpContext context) { string json = ""; string bid = context.Request["BID"]; Patience p = bll.GetPatient(bid); json = JSONConvert.Object2Json <Patience>(p); context.Response.ContentType = "text/plain"; context.Response.Write(json); }
void GetCarComponents() { _carComp = GetComponent <Car>(); _distanceSensorComp = GetComponent <DistanceSensor>(); _followPathComp = GetComponent <FollowPath>(); _brakesComp = GetComponent <Brakes>(); _gasComp = GetComponent <Gas>(); _patienceComp = GetComponent <Patience>(); carData = _carComp.carData; }
public bool Delete(string id) { Patience p = new Patience() { BID = Convert.ToInt32(id) }; string[] col = { "BID" }; string sql = dal.MakeDeleteSql <Patience>(p, col); return(dal.ExecuteNonquery(sql, out msg) > 0); }
void createPatienceBubble() { // Create/Instantiate Patience Bubble above the monster with the floor number GameObject patienceBubble = (GameObject)Resources.Load("PatienceBubble 1"); GameObject canvas = GameObject.Find("PatienceSpawn"); patience = Instantiate(patienceBubble, new Vector2(transform.position.x, transform.position.y + 250f), Quaternion.identity); patience.transform.SetParent(canvas.transform, true); // Get desired floor number from the patience bubble patienceScript = patience.GetComponent <Patience>(); patienceScript.setDesiredFloor(desiredFloor); }
public void ProcessRequest(HttpContext context) { string json = context.Request.Form["patient"]; //将提交的信息转换为patience对象 Patience p = JSONConvert.Json2Object <Patience>(json); if (p == null) { return; } json = "写入成功"; if (!bll.InsertIntoPatience(p)) { json = "写入失败,请确认数据无误"; context.Response.Write(json); } context.Response.Write(json); }
/// <summary> /// Set Patience object which will be tracked to fade the icon /// </summary> /// <param name="patience"></param> public void SetPatience(Patience patience) { this.patience = patience; }
private void Start() { actionManager = GetComponent <ActionManager>(); Patience = GetComponent <Patience>(); ActionGetTable(); }
public bool InsertIntoPatience(Patience pSource) { return(dal.InsertIntoPatience(pSource)); }
public bool UptPatient(Patience model) { return(false); }