public async Task <ActionResult <ToolDetails> > GetTool(long id) { var tool = await _context .Tools .Include(f => f.Licenses) .FirstOrDefaultAsync(f => f.Id == id); if (tool == null) { return(NotFound()); } return(ToolDetails.FromTool(tool)); }
private void Awake() { scene = SceneManager.GetActiveScene(); //only run if Internal tools scene if (scene.name.Equals("Internal_Tools", StringComparison.Ordinal) == true) { //check if instance already exists if (i == null) { i = this; } //if instance already exists and it's not this else if (i != this) { //Then destroy this in order to reinforce the singleton pattern (can only ever be one instance of toolManager) Destroy(gameObject); } //components adventureScript = GetComponent <AdventureManager>(); actorScript = GetComponent <ActorPoolManager>(); toolDataScript = GetComponent <ToolDataManager>(); toolFileScript = GetComponent <ToolFileManager>(); toolInputScript = GetComponent <ToolInput>(); toolDetailScript = GetComponent <ToolDetails>(); jointScript = GetComponent <JointManager>(); actorFileScript = GetComponent <ActorFileManager>(); //gui adventureUIScript = AdventureUI.Instance(); actorPoolUIScript = ActorPoolUI.Instance(); toolUIScript = ToolUI.Instance(); //error Check Debug.Assert(adventureScript != null, "Invalid adventureScript (Null)"); Debug.Assert(actorScript != null, "Invalid actorScript (Null)"); Debug.Assert(toolDataScript != null, "Invalid toolDataScript (Null)"); Debug.Assert(adventureUIScript != null, "Invalid adventureUIScript (Null)"); Debug.Assert(actorPoolUIScript != null, "Invalid actorPoolUIScript (Null)"); Debug.Assert(toolUIScript != null, "Invalid toolUIScript (Null)"); Debug.Assert(toolInputScript != null, "Invalid toolInputScript (Null)"); Debug.Assert(toolDetailScript != null, "Invalid toolDetailScript (Null)"); Debug.Assert(jointScript != null, "Invalid loadScript (Null)"); Debug.Assert(actorFileScript != null, "Invalid actorFileScript (Null)"); } }