private void Bind(VehicleCollection vehicles, IVehicleDetector detector) { _model.Bind(detector.RequiredPorts.GetVehicleKind = vehicles.ProvidedPorts.GetVehicleKind); _model.Bind(detector.RequiredPorts.GetVehiclePosition = vehicles.ProvidedPorts.GetVehiclePosition); _model.Bind(detector.RequiredPorts.GetVehicleSpeed = vehicles.ProvidedPorts.GetVehicleSpeed); _model.Bind(detector.RequiredPorts.GetVehicleLane = vehicles.ProvidedPorts.GetVehicleLane); }
/* * In here I'm changing the prefabs to have my classes. This way, every time the game instantiates * a prefab that I've changed, that object will run my code. * The prefabs aren't available at the moment of creation of this class, that's why I keep trying to * run it on update. I want to make sure I make the switch as soon as they exist to prevent the game * from instantianting objects without my code. */ void TryReplacePrefabs() { try { NetCollection beautificationNetCollection = GameObject.Find("Beautification").GetComponent <NetCollection>(); VehicleCollection garbageVehicleCollection = GameObject.Find("Garbage").GetComponent <VehicleCollection>(); VehicleCollection policeVehicleCollection = GameObject.Find("Police Department").GetComponent <VehicleCollection>(); //VehicleCollection publicTansportVehicleCollection = GameObject.Find("Public Transport").GetComponent<VehicleCollection>(); VehicleCollection healthCareVehicleCollection = GameObject.Find("Health Care").GetComponent <VehicleCollection>(); VehicleCollection fireDepartmentVehicleCollection = GameObject.Find("Fire Department").GetComponent <VehicleCollection>(); // Localization UpdateLocalization(); // roads PedestrianZoningPathAI.Initialize(beautificationNetCollection, transform); PedestrianZoningBridgeAI.Initialize(beautificationNetCollection, transform); // vehicles CustomGarbageTruckAI.Initialize(garbageVehicleCollection, transform); CustomAmbulanceAI.Initialize(healthCareVehicleCollection, transform); //CustomBusAI.Initialize(publicTansportVehicleCollection, transform); CustomFireTruckAI.Initialize(fireDepartmentVehicleCollection, transform); CustomHearseAI.Initialize(healthCareVehicleCollection, transform); CustomPoliceCarAI.Initialize(policeVehicleCollection, transform); m_initialized = true; } catch (KeyNotFoundException knf) { #if DEBUG System.IO.File.AppendAllText("Debug.txt", "Error trying to initialize custom prefabs: " + knf.Message + "\n"); m_initialized = true; #endif } catch (Exception) {} }
/// <summary Get Collection> /// Get collection of emails. If no records to return, EmailCollection will be null. /// </summary> /// <returns></returns> public static VehicleCollection GetCollection() { VehicleCollection tempList = null; using (SqlConnection myConnection = new SqlConnection(AppConfiguration.ConnectionString)) { using (SqlCommand myCommand = new SqlCommand("usp_GetProjects", myConnection)) { myCommand.CommandType = CommandType.StoredProcedure; myCommand.Parameters.AddWithValue("@QueryId", SelectTypeEnum.GetCollection); myConnection.Open(); using (SqlDataReader myReader = myCommand.ExecuteReader()) { if (myReader.HasRows) { tempList = new VehicleCollection(); while (myReader.Read()) { tempList.Add(FillDataRecord(myReader)); } } myReader.Close(); } } } return tempList; }
public static void Initialize(VehicleCollection collection, Transform customPrefabs) { if (sm_initialized) { return; } VehicleInfo originalBus = collection.m_prefabs.Where(p => p.name.Contains("Bus")).FirstOrDefault(); if (originalBus == null) { throw new KeyNotFoundException("Bus was not found on " + collection.name); } GameObject instance = GameObject.Instantiate <GameObject>(originalBus.gameObject); instance.name = "Bus"; instance.transform.SetParent(customPrefabs); BusAI bai = instance.GetComponent <BusAI>(); System.IO.File.AppendAllText("Bus.txt", bai.m_passengerCapacity + " | " + bai.m_ticketPrice + "\n"); GameObject.Destroy(instance.GetComponent <BusAI>()); instance.AddComponent <CustomBusAI>(); VehicleInfo bus = instance.GetComponent <VehicleInfo>(); bus.m_prefabInitialized = false; bus.m_vehicleAI = null; MethodInfo initMethod = typeof(VehicleCollection).GetMethod("InitializePrefabs", BindingFlags.Static | BindingFlags.NonPublic); Singleton <LoadingManager> .instance.QueueLoadingAction((IEnumerator)initMethod.Invoke(null, new object[] { collection.name, new[] { bus }, new string[] { "Bus" } })); sm_initialized = true; }
public void Deserialize() { if (this._vehicleCollection != null) { return; } this._vehicleCollection = Serializer.Deserialize <VehicleCollection>("./scripts/Vehicles.dat") ?? new VehicleCollection(); this._vehicleCollection.ListChanged += (VehicleCollection.ListChangedEvent)(sender => this.Serialize(false)); foreach (VehicleData vehicle1 in this._vehicleCollection) { Vehicle vehicle2 = World.CreateVehicle(Model.op_Implicit(vehicle1.Hash), vehicle1.Position); if (Entity.op_Equality((Entity)vehicle2, (Entity)null)) { UI.Notify("Failed to load vehicle."); break; } vehicle2.set_PrimaryColor(vehicle1.PrimaryColor); vehicle2.set_SecondaryColor(vehicle1.SecondaryColor); ((Entity)vehicle2).set_Health(vehicle1.Health); vehicle2.set_EngineHealth(vehicle1.EngineHealth); ((Entity)vehicle2).set_Rotation(vehicle1.Rotation); vehicle1.Handle = ((Entity)vehicle2).get_Handle(); PlayerVehicles.AddKit(vehicle2, vehicle1); PlayerVehicles.AddBlipToVehicle(vehicle2); this._vehicles.Add(vehicle2); ((Entity)vehicle2).set_IsPersistent(true); new EntityEventWrapper((Entity)vehicle2).Died += new EntityEventWrapper.OnDeathEvent(this.WrapperOnDied); } }
//static MethodInfo sm_tryCollectGarbage = typeof(FireTruckAI).GetMethod("TryCollectGarbage", BindingFlags.Instance | BindingFlags.NonPublic, Type.DefaultBinder, new[] { typeof(ushort), typeof(Vehicle), typeof(Vehicle.Frame) }, null); //static MethodInfo sm_tryCollectGarbageBig = typeof(FireTruckAI).GetMethod("TryCollectGarbage", BindingFlags.Instance | BindingFlags.NonPublic, Type.DefaultBinder, new[] { typeof(ushort), typeof(Vehicle), typeof(Vehicle.Frame), typeof(ushort), typeof(Building) }, null); //static MethodInfo sm_arriveAtTarget = typeof(FireTruckAI).GetMethod("ArriveAtTarget", BindingFlags.Instance | BindingFlags.NonPublic); //static MethodInfo sm_shouldReturnToSource = typeof(FireTruckAI).GetMethod("ShouldReturnToSource", BindingFlags.Instance | BindingFlags.NonPublic); public static void Initialize(VehicleCollection collection, Transform customPrefabs) { if (sm_initialized) { return; } VehicleInfo originalGarbageTruck = collection.m_prefabs.Where(p => p.name == "Garbage Truck").FirstOrDefault(); if (originalGarbageTruck == null) { throw new KeyNotFoundException("Garbage Truck was not found on " + collection.name); } GameObject instance = GameObject.Instantiate <GameObject>(originalGarbageTruck.gameObject); instance.name = "Garbage Truck"; instance.transform.SetParent(customPrefabs); GameObject.Destroy(instance.GetComponent <GarbageTruckAI>()); instance.AddComponent <CustomGarbageTruckAI>(); VehicleInfo garbageTruck = instance.GetComponent <VehicleInfo>(); garbageTruck.m_prefabInitialized = false; garbageTruck.m_vehicleAI = null; MethodInfo initMethod = typeof(VehicleCollection).GetMethod("InitializePrefabs", BindingFlags.Static | BindingFlags.NonPublic); Singleton <LoadingManager> .instance.QueueLoadingAction((IEnumerator)initMethod.Invoke(null, new object[] { collection.name, new[] { garbageTruck }, new string[] { "Garbage Truck" } })); sm_initialized = true; }
public static void Initialize(VehicleCollection collection, Transform customPrefabs) { if (sm_initialized) return; Debug.Log("Traffic++: Initializing Hearse.\n"); VehicleInfo originalHearse = collection.m_prefabs.Where(p => p.name == "Hearse").FirstOrDefault(); if (originalHearse == null) throw new KeyNotFoundException("Hearse was not found on " + collection.name); GameObject instance = GameObject.Instantiate<GameObject>(originalHearse.gameObject); instance.name = "Hearse"; instance.transform.SetParent(customPrefabs); GameObject.Destroy(instance.GetComponent<HearseAI>()); instance.AddComponent<CustomHearseAI>(); VehicleInfo hearse = instance.GetComponent<VehicleInfo>(); hearse.m_prefabInitialized = false; hearse.m_vehicleAI = null; MethodInfo initMethod = typeof(VehicleCollection).GetMethod("InitializePrefabs", BindingFlags.Static | BindingFlags.NonPublic); Initializer.QueuePrioritizedLoadingAction((IEnumerator)initMethod.Invoke(null, new object[] { collection.name, new[] { hearse }, new string[] { "Hearse" } })); sm_initialized = true; }
public void Initialize() { var lightBarrier1 = new LightBarrier(position: 200); var lightBarrier2 = new LightBarrier(position: 400); var detectorLeft = new OverheadDetector(Lane.Left, position: 400); var detectorRight = new OverheadDetector(Lane.Right, position: 400); var detectorFinal = new OverheadDetector(Lane.Left, position: 600); var trafficLights = new TrafficLights(); var preControl = new OriginalPreControl(lightBarrier1); var mainControl = new OriginalMainControl(lightBarrier2, detectorLeft, detectorRight, timeout: 30); var endControl = new OriginalEndControl(detectorFinal, timeout: 10); var vehicle1 = new Vehicle(VehicleKind.OverheightTruck); var vehicle2 = new Vehicle(VehicleKind.Truck); var vehicle3 = new Vehicle(VehicleKind.OverheightTruck); var heightControl = new HeightControl(preControl, mainControl, endControl, trafficLights); var vehicles = new VehicleCollection(vehicle1, vehicle2, vehicle3); _model = new Model(); _model.AddRootComponents(heightControl, vehicles); Bind(vehicles, lightBarrier1); Bind(vehicles, lightBarrier2); Bind(vehicles, detectorLeft); Bind(vehicles, detectorRight); Bind(vehicles, detectorFinal); _model.Bind(vehicles.RequiredPorts.IsTunnelClosed = trafficLights.ProvidedPorts.IsRed); }
private async void AddVehicleCommand_Execute(object param) { var response = await _window.ShowInputAsync("Name", "Name des Fahrzeuges"); if (!String.IsNullOrEmpty(response)) { VehicleCollection.Add(response); } }
protected Driver() { drivers_amount++; DriverDeathEvent += Death; time_experience = new SortedDictionary <Categories, uint>(); vehicles = new VehicleCollection(); // 1.c action_handler = Death; func_handler = FuncForFunc; }
public static void Initialize(NetCollection collection, VehicleCollection vehicleCollection, TransportCollection transportCollection, Transform customPrefabs) { if (sm_initialized) { return; } Initialize(collection, transportCollection, customPrefabs, "Bus Line", "Bus"); //Initialize(collection, transportCollection, customPrefabs, "Metro Line", "Metro"); sm_initialized = true; }
static void Main(string[] args) { VehicleCollection obj = new VehicleCollection(); obj.Data(); for (int i = 0; i < 5; i++) { Console.WriteLine("data at Index {0} is : \n {1}", i, obj.VehicleList[i].ToString()); } Console.ReadLine(); }
static void UpdateVehicleCollection(string name, Array keptPrefabs, string[] replacedNames) { VehicleCollection c = GameObject.Find(name)?.GetComponent <VehicleCollection>(); if (c != null) { c.m_prefabs = keptPrefabs as VehicleInfo[]; if (replacedNames != null) { c.m_replacedNames = replacedNames; } } }
/// <summary> /// Retrieves all vehicles associated to the user /// </summary> /// TODO: C'Tor needs to take a VIN/Identifier of some type to allow which car to pick from the list. For now we will take the primary private void GetVehicles() { RestRequest getVehiclesRequest = new RestRequest($"users/{_userInfo.UserId}/vehicles?primaryOnly=false", Method.GET, DataFormat.Json); IRestResponse response = _vehicleClient.Execute(getVehiclesRequest); if (!response.IsSuccessful) { throw new InvalidOperationException("Error retrieving associated vehicles"); } DummyVehicleCollection vehicleData = JsonConvert.DeserializeObject <DummyVehicleCollection>(response.Content); _vehicles = new VehicleCollection(); // Create specific vehicle classes depending on the fuel type foreach (DummyVehicle vehicle in vehicleData.vehicles) { vehicle.SetVehicleRequestClient(_vehicleClient, this); vehicle.AutoRefreshTokens = AutoRefreshTokens; // Grab attributes so we can answer the information below vehicle.GetVehicleAttributes(); Vehicle specificVehicle = null; if (vehicle.FuelType == VehicleFuelType.Gasoline) { specificVehicle = new GasVehicle(vehicle); } else if (vehicle.FuelType == VehicleFuelType.Ev) { specificVehicle = new ElectricVehicle(vehicle); } if (specificVehicle == null) { throw new Exception($"Unidentified vehicle fuel type"); } Trace.TraceInformation($"Processing vehicle model \"{vehicle.Model}\""); specificVehicle.SetVehicleRequestClient(_vehicleClient, this); specificVehicle.GetVehicleStatusReport(); specificVehicle.GetVehicleAttributes(); _vehicles.Vehicles.Add(specificVehicle); } }
private void MenuOpenCommand_Execute(object param) { OpenFileDialog openFileDialog = new OpenFileDialog(); openFileDialog.Filter = "AlarmWorkflow JSON (*.json)|*.json"; openFileDialog.InitialDirectory = Environment.GetFolderPath(Environment.SpecialFolder.MyDocuments); if (openFileDialog.ShowDialog() == true) { CurrentOperation = OperationSerializer.Deserialize(openFileDialog.FileName); VehicleCollection.Clear(); foreach (var item in CurrentOperation.Resources) { VehicleCollection.Add(item.FullName); } } }
/// <summary> /// Initializes a new instance. /// </summary> private Model(Vehicle[] vehicles = null) { vehicles = vehicles ?? new[] { new Vehicle { Kind = VehicleKind.OverheightVehicle }, new Vehicle { Kind = VehicleKind.OverheightVehicle }, new Vehicle { Kind = VehicleKind.HighVehicle } }; LeftOHV.AddEffects <Vehicle.DriveLeftEffect>(vehicles.Where(vehicle => vehicle.Kind == VehicleKind.OverheightVehicle)); LeftHV.AddEffects <Vehicle.DriveLeftEffect>(vehicles.Where(vehicle => vehicle.Kind == VehicleKind.HighVehicle)); SlowTraffic.AddEffects <Vehicle.SlowTrafficEffect>(vehicles); VehicleCollection = new VehicleCollection(vehicles); }
public static void Initialize(VehicleCollection collection, Transform customPrefabs) { if (sm_initialized) { return; } Debug.Log("Traffic++: Initializing Bus.\n"); VehicleInfo originalBus = collection.m_prefabs.Where(p => p.name.Contains("Bus")).FirstOrDefault(); if (originalBus == null) { throw new KeyNotFoundException("Bus was not found on " + collection.name); } GameObject instance = GameObject.Instantiate <GameObject>(originalBus.gameObject); instance.name = "Bus"; instance.transform.SetParent(customPrefabs); BusAI busAI = instance.GetComponent <BusAI>(); TransportInfo transportInfo = busAI.m_transportInfo; GameObject.Destroy(instance.GetComponent <BusAI>()); CustomBusAI customBusAI = instance.AddComponent <CustomBusAI>(); customBusAI.m_transportInfo = transportInfo; VehicleInfo bus = instance.GetComponent <VehicleInfo>(); bus.m_prefabInitialized = false; bus.m_vehicleAI = null; MethodInfo initMethod = typeof(VehicleCollection).GetMethod("InitializePrefabs", BindingFlags.Static | BindingFlags.NonPublic); Initializer.QueuePrioritizedLoadingAction((IEnumerator)initMethod.Invoke(null, new object[] { collection.name, new[] { bus }, new string[] { "Bus" } })); sm_initialized = true; }
public static void Initialize(VehicleCollection collection, Transform customPrefabs) { if (sm_initialized) { return; } Debug.Log("Traffic++: Initializing Cargo Trucks."); int length = collection.m_prefabs.Length; VehicleInfo[] vehicles = new VehicleInfo[length]; string[] vehicleNames = new string[length]; for (int i = 0; i < length; i++) { VehicleInfo vehicleInfo = collection.m_prefabs[i]; if (vehicleInfo == null) { throw new KeyNotFoundException("Null prefab in the collection " + collection.name); } vehicleNames[i] = vehicleInfo.name; GameObject gameObject = GameObject.Instantiate <GameObject>(vehicleInfo.gameObject); gameObject.name = vehicleNames[i]; gameObject.transform.SetParent(customPrefabs); GameObject.Destroy(gameObject.GetComponent <CargoTruckAI>()); gameObject.AddComponent <CustomCargoTruckAI>(); vehicles[i] = gameObject.GetComponent <VehicleInfo>(); vehicles[i].m_prefabInitialized = false; vehicles[i].m_vehicleAI = null; } MethodInfo method = typeof(VehicleCollection).GetMethod("InitializePrefabs", BindingFlags.NonPublic | BindingFlags.Static); Initializer.QueuePrioritizedLoadingAction((IEnumerator)method.Invoke(null, new object[] { collection.name, vehicles, vehicleNames })); CustomCargoTruckAI.sm_initialized = true; }
public void Deserialize() { if (_vehicleCollection == null) { VehicleCollection des = Serializer.Deserialize <VehicleCollection>("./scripts/Vehicles.dat"); if (des == null) { des = new VehicleCollection(); } _vehicleCollection = des; _vehicleCollection.ListChanged += delegate { Serialize(false); }; foreach (VehicleData item in _vehicleCollection) { Vehicle vehicle = World.CreateVehicle(item.Hash, item.Position); if (vehicle == null) { UI.Notify("Failed to load vehicle."); break; } vehicle.PrimaryColor = item.PrimaryColor; vehicle.SecondaryColor = item.SecondaryColor; vehicle.Health = item.Health; vehicle.EngineHealth = item.EngineHealth; vehicle.Rotation = item.Rotation; item.Handle = vehicle.Handle; AddKit(vehicle, item); AddBlipToVehicle(vehicle); _vehicles.Add(vehicle); vehicle.IsPersistent = true; EntityEventWrapper wrapper = new EntityEventWrapper(vehicle); wrapper.Died += WrapperOnDied; } } }
public static void Main(string[] args) { VehicleCollection<Vehicle> vehicles = new VehicleCollection<Vehicle>(); for (int i = 0; i < 2; i++) { Vehicle newVehicle = new Vehicle(); Console.WriteLine("------------------- Enter {0} vehicle details ----------------", i + 1); Program.GetDetails(newVehicle); Console.WriteLine("------------------------------------------------------------------"); vehicles.Add(newVehicle); } Console.ReadKey(); foreach (Vehicle vehicle in vehicles) { vehicle.PrintDetails(); } Console.WriteLine(" NOW sorting the vehicles according to VehicleId .......\n\n\n press any key to see result \n "); vehicles.sort(); Console.ReadKey(); foreach (var vehicle in vehicles) { vehicle.PrintDetails(); } Console.ReadKey(); Console.WriteLine(" \n\n\n now comparing two Vehicles {0} , {1}", vehicles[0].VehicleType, vehicles[1].VehicleType); if (vehicles[0].Equals(vehicles[1])) Console.WriteLine(" yes they are equal"); else Console.WriteLine(" no they are not equal"); Console.ReadKey(); }
static void Main(string[] args) { Driver dr1 = new Driver("Omegalul Kek", 17); Driver dr2 = new ExperiencedDriver("Omegalul Sas", 32); Driver dr3 = new Driver("Omegalul Sos", 12); Console.WriteLine("exception test"); try { Driver dr4 = new ExperiencedDriver("Omegalul Kok", 18); } catch (SmallAgeException e) { Console.WriteLine("Low age excpetion caught: {0}, minimal age - {1}, entered age - {2}", e.Message, e.MinimalAge, e.InputAge); } DriverLicense lic1 = DriverLicense.CreateDriverLicense(dr1); DriverLicense lic2 = DriverLicense.CreateDriverLicense(dr2); DriverLicense lic3 = DriverLicense.CreateDriverLicense(dr3); if (lic3 == null) { Console.WriteLine("lic3 is null"); } IPerson dr5 = new ExperiencedDriver("p", 35); IDrivingExperience dr6 = new ExperiencedDriver("r", 34); Console.WriteLine(dr5.OverrallExperience); Console.WriteLine(dr6.OverrallExperience); AVehicle veh1 = new Motorcicle("hf7834h87h32487hc8", Categories.A1); AVehicle veh2 = new Car("hjkfdjkadhkjf2", Categories.B, "Lul car", 0, 1596, 88, false); dr1.AddVehicle(veh1); foreach (AVehicle veh in dr1.Vehicles) { Console.WriteLine(veh.VinCode); } Console.WriteLine("event, delegate test"); Console.WriteLine("dr1 is_alive - {0}", dr1.IsAlive); Console.WriteLine("dr1 license is active - {0}", lic1.IsActive); Console.WriteLine("dr1 is driving - {0}", dr1.Drive("hf7834h87h32487hc8", 10)); Console.WriteLine("dr1 is_alive - {0}", dr1.IsAlive); Console.WriteLine("dr1 license is active - {0}", lic1.IsActive); VehicleCollection vc1 = new VehicleCollection(); Console.WriteLine("MaxGen {0}", GC.MaxGeneration); vc1.MakeGarbage(); Console.WriteLine("Gen {0}", GC.GetGeneration(vc1)); Console.WriteLine("Mem {0}", GC.GetTotalMemory(false)); GC.Collect(0); Console.WriteLine("Gen {0}", GC.GetGeneration(vc1)); Console.WriteLine("Mem {0}", GC.GetTotalMemory(false)); GC.Collect(2); Console.WriteLine("Gen {0}", GC.GetGeneration(vc1)); Console.WriteLine("Mem {0}", GC.GetTotalMemory(false)); VehicleCollection vc2 = null; Console.WriteLine("\nNext"); Console.WriteLine("Mem {0}", GC.GetTotalMemory(false)); for (int j = 0; j < 10; j++) { vc2 = new VehicleCollection(); } vc2 = null; Console.WriteLine("Mem {0}", GC.GetTotalMemory(false)); GC.Collect(); Console.WriteLine("Mem {0}", GC.GetTotalMemory(false)); GC.WaitForPendingFinalizers(); Console.WriteLine(""); WeakReferenceTracker tracker = new WeakReferenceTracker(new Data(10), false); tracker.ReferenceDied += () => Console.WriteLine("Reference is dead"); GC.Collect(0); Thread.Sleep(100); GC.KeepAlive(tracker); Console.WriteLine("\nPress any key"); Console.ReadKey(); }
public CreateCommand(VehicleCollection collection) { _collection = collection; }
static void Main(string[] args) { uint state = 0; char key; bool fail; string[] types = { "Auto:", "Motorka:", "Letadlo:", "Lod:" }; //nacteni dat z XML, pokud existuje VehicleCollection col = XMLS.Load(); SimpleDelegate simpleDelegate = new SimpleDelegate(col.Check); /// <summary> /// vypisy menu /// </summary> while (state != 5) { switch (state) { case 0: //hlavni menu simpleDelegate(); //kontrola, zda neni treba prevest nejake vozidlo do srotu Console.Clear(); Console.WriteLine("HLAVNI MENU"); Console.WriteLine(""); Console.WriteLine("1. Seznam vozidel"); Console.WriteLine("2. Seznam vozidel k sesrotovani"); Console.WriteLine("3. Pridat nove vozidlo"); Console.WriteLine("4. Vymazat vozidlo"); Console.WriteLine("5. Konec aplikace"); Console.WriteLine(""); key = Console.ReadKey().KeyChar; switch (key) { case '1': state = 1; break; case '2': state = 2; break; case '3': state = 3; break; case '4': state = 4; break; case '5': state = 5; break; } break; case 1: //vypise seznam vozidel Console.Clear(); Console.WriteLine("Seznam vozidel:"); Console.WriteLine(""); double overallValue = 0; int count = 0; foreach (Vehicle v in col.scrapList) { count++; Console.WriteLine(types[v.Type - 1]); Console.WriteLine("Datum porizeni: {0}", v.Date.Date.ToString("d")); Console.WriteLine("Znacka: {0}", v.Brand); Console.WriteLine("Pocet sedadel: {0}", v.SeatsNumber); Console.WriteLine("Spotreba: {0}", v.Usage); Console.WriteLine("Puvodni cena: {0}", Math.Round((decimal)v.OriginalValue, 2)); Console.WriteLine("Aktualni cena: {0}", Math.Round(v.ActualValue, 2)); Console.WriteLine(); Console.WriteLine(); } foreach (Vehicle v in col.vehicleList) { count++; overallValue += v.ActualValue; Console.WriteLine(types[v.Type - 1]); Console.WriteLine("Datum porizeni: {0}", v.Date.Date.ToString("d")); Console.WriteLine("Znacka: {0}", v.Brand); Console.WriteLine("Pocet sedadel: {0}", v.SeatsNumber); Console.WriteLine("Spotreba: {0}", v.Usage); Console.WriteLine("Puvodni cena: {0}", Math.Round((decimal)v.OriginalValue, 2)); Console.WriteLine("Aktualni cena: {0}", Math.Round(v.ActualValue, 2)); Console.WriteLine(); Console.WriteLine(); } Console.WriteLine("Celkova hodnota: {0}Kc", overallValue); Console.WriteLine("Celkem vozidel: {0}ks", count); Console.WriteLine(""); Console.WriteLine("1. Zpet"); Console.WriteLine(""); key = Console.ReadKey().KeyChar; if (key == '1') { state = 0; } break; case 2: //vypise seznam vozidel k sesrotovani Console.Clear(); Console.WriteLine("Seznam vozidel k sesrotovani:"); Console.WriteLine(""); foreach (Vehicle v in col.scrapList) { Console.WriteLine(types[v.Type - 1]); Console.WriteLine("Datum porizeni: {0}", v.Date.Date.ToString("d")); Console.WriteLine("Znacka: {0}", v.Brand); Console.WriteLine("Pocet sedadel: {0}", v.SeatsNumber); Console.WriteLine("Spotreba: {0}", v.Usage); Console.WriteLine("Puvodni cena: {0}", Math.Round((decimal)v.OriginalValue, 2)); Console.WriteLine("Aktualni cena: {0}", Math.Round(v.ActualValue, 2)); Console.WriteLine(); Console.WriteLine(); } Console.WriteLine("1. Zpet"); Console.WriteLine(""); key = Console.ReadKey().KeyChar; if (key == '1') { state = 0; } break; case 3: //pridani noveho vozidla Console.Clear(); Console.WriteLine("Pridat nove vozidlo:"); Console.WriteLine(""); int type; do { Console.Write("Typ vozidla (1: Auto, 2: Motorka, 3: Letadlo, 4: Lod): "); type = Console.ReadKey().KeyChar - '0'; Console.WriteLine(""); } while (type < 1 || type > 4); Console.WriteLine(""); DateTime date; do { Console.Write("Datum porizeni: "); } while (!DateTime.TryParse(Console.ReadLine(), out date) || date.CompareTo(DateTime.Now) > 0); Console.WriteLine(""); Console.Write("Znacka: "); string brand = Console.ReadLine(); Console.WriteLine(""); int seatsNumber = 0; do { fail = false; try { Console.Write("Pocet sedadel: "); seatsNumber = Convert.ToInt32(Console.ReadLine()); if (seatsNumber < 0) { fail = true; } } catch (FormatException) { fail = true; } catch (OverflowException) { fail = true; } } while (fail); Console.WriteLine(); int usage = 0; do { fail = false; try { Console.Write("Spotreba na 100km: "); usage = Convert.ToInt32(Console.ReadLine()); if (usage < 0) { fail = true; } } catch (FormatException) { fail = true; } catch (OverflowException) { fail = true; } } while (fail); Console.WriteLine(); int originalValue = 0; do { fail = false; try { Console.Write("Puvodni hodnota: "); originalValue = Convert.ToInt32(Console.ReadLine()); if (originalValue < 0) { fail = true; } } catch (FormatException) { fail = true; } catch (OverflowException) { fail = true; } } while (fail); Console.WriteLine(""); if (type == 1) { Car newVehicle = new Car(date, originalValue, brand, seatsNumber, usage); col.Add(newVehicle); } else if (type == 2) { Motorcycle newVehicle = new Motorcycle(date, originalValue, brand, seatsNumber, usage); col.Add(newVehicle); } else if (type == 3) { Plane newVehicle = new Plane(date, originalValue, brand, seatsNumber, usage); col.Add(newVehicle); } else { Ship newVehicle = new Ship(date, originalValue, brand, seatsNumber, usage); col.Add(newVehicle); } Console.WriteLine(""); Console.WriteLine("Vozidlo uspesne pridano!"); Console.WriteLine(""); Console.Write("Press any key to continue..."); Console.ReadKey(); state = 0; break; case 4: //smazani vozidla Console.Clear(); Console.WriteLine("Vymazat vozidlo:"); Console.WriteLine(""); int i = 0; int j = 0; foreach (Vehicle v in col.scrapList) { i++; Console.WriteLine("{0}. " + types[v.Type - 1], i); Console.WriteLine("Datum porizeni: {0}", v.Date.Date.ToString("d")); Console.WriteLine("Znacka: {0}", v.Brand); Console.WriteLine("Pocet sedadel: {0}", v.SeatsNumber); Console.WriteLine("Spotreba: {0}", v.Usage); Console.WriteLine("Puvodni cena: {0}", Math.Round((decimal)v.OriginalValue, 2)); Console.WriteLine("Aktualni cena: {0}", Math.Round(v.ActualValue, 2)); Console.WriteLine(); Console.WriteLine(); } foreach (Vehicle v in col.vehicleList) { j++; Console.WriteLine("{0}. " + types[v.Type - 1], i + j); Console.WriteLine("Datum porizeni: {0}", v.Date.Date.ToString("d")); Console.WriteLine("Znacka: {0}", v.Brand); Console.WriteLine("Pocet sedadel: {0}", v.SeatsNumber); Console.WriteLine("Spotreba: {0}", v.Usage); Console.WriteLine("Puvodni cena: {0}", Math.Round((decimal)v.OriginalValue, 2)); Console.WriteLine("Aktualni cena: {0}", Math.Round(v.ActualValue, 2)); Console.WriteLine(); Console.WriteLine(); } Console.WriteLine("{0}. Zpet", i + j + 1); Console.WriteLine(""); int number = 0; do { fail = false; try { number = Convert.ToInt32(Console.ReadLine()); if (number < 1 || number > i + j + 1) { fail = true; } } catch (FormatException) { fail = true; } catch (OverflowException) { fail = true; } } while (fail); if (number < i + j + 1) { if (number > i) { col.scrapList.RemoveAt(number - i - 1); } else { col.vehicleList.RemoveAt(number - 1); } Console.WriteLine(""); Console.WriteLine("Vozidlo uspesne vymazano!"); Console.WriteLine(""); Console.Write("Press any key to continue..."); Console.ReadKey(); } state = 0; break; } } //ulozi aktualni stav do xml souboru if (!XMLS.Save(col)) { Console.WriteLine("Nepodarilo se ulozit do souboru."); } }
// GET: Vehicles public ActionResult Index() { return(View(VehicleCollection.LoadAll())); }
public DeleteCommand(VehicleCollection collection) { _collection = collection; }
public GetByIdQuery(VehicleCollection collection) { _collection = collection; }
public GetAllQuery(VehicleCollection collection) { _collection = collection; }
/* * In here I'm changing the prefabs to have my classes. This way, every time the game instantiates * a prefab that I've changed, that object will run my code. * The prefabs aren't available at the moment of creation of this class, that's why I keep trying to * run it on update. I want to make sure I make the switch as soon as they exist to prevent the game * from instantianting objects without my code. */ void TryReplacePrefabs() { NetCollection beautificationNetCollection = null; NetCollection roadsNetCollection = null; NetCollection publicTansportNetCollection = null; VehicleCollection garbageVehicleCollection = null; VehicleCollection policeVehicleCollection = null; VehicleCollection publicTansportVehicleCollection = null; VehicleCollection healthCareVehicleCollection = null; VehicleCollection fireDepartmentVehicleCollection = null; VehicleCollection industrialVehicleCollection = null; TransportCollection publicTransportTransportCollection = null; ToolController toolController = null; try { // NetCollections beautificationNetCollection = TryGetComponent <NetCollection>("Beautification"); if (beautificationNetCollection == null) { return; } roadsNetCollection = TryGetComponent <NetCollection>("Road"); if (roadsNetCollection == null) { return; } publicTansportNetCollection = TryGetComponent <NetCollection>("Public Transport"); if (publicTansportNetCollection == null) { return; } // VehicleCollections garbageVehicleCollection = TryGetComponent <VehicleCollection>("Garbage"); if (garbageVehicleCollection == null) { return; } policeVehicleCollection = TryGetComponent <VehicleCollection>("Police Department"); if (policeVehicleCollection == null) { return; } publicTansportVehicleCollection = TryGetComponent <VehicleCollection>("Public Transport"); if (publicTansportVehicleCollection == null) { return; } healthCareVehicleCollection = TryGetComponent <VehicleCollection>("Health Care"); if (healthCareVehicleCollection == null) { return; } fireDepartmentVehicleCollection = TryGetComponent <VehicleCollection>("Fire Department"); if (fireDepartmentVehicleCollection == null) { return; } industrialVehicleCollection = TryGetComponent <VehicleCollection>("Industrial"); if (industrialVehicleCollection == null) { return; } // Transports publicTransportTransportCollection = TryGetComponent <TransportCollection>("Public Transport"); if (publicTransportTransportCollection == null) { return; } // Tools toolController = TryGetComponent <ToolController>("Tool Controller"); if (toolController == null) { return; } } catch (Exception e) { Debug.Log("Traffic++: Unexpected " + e.GetType().Name + " getting required components: " + e.Message + "\n" + e.StackTrace + "\n"); return; } Debug.Log("Traffic++: Queueing prefabs for loading..."); Singleton <LoadingManager> .instance.QueueLoadingAction(ActionWrapper(() => { try { // roads ZonablePedestrianPathAI.Initialize(beautificationNetCollection, transform); ZonablePedestrianBridgeAI.Initialize(beautificationNetCollection, transform); LargeRoadWithBusLanesAI.Initialize(roadsNetCollection, transform); LargeRoadWithBusLanesBridgeAI.Initialize(roadsNetCollection, transform); if ((CSLTraffic.Options & OptionsManager.ModOptions.GhostMode) != OptionsManager.ModOptions.GhostMode) { // Transports BusTransportLineAI.Initialize(publicTansportNetCollection, publicTansportVehicleCollection, publicTransportTransportCollection, transform); // vehicles CustomAmbulanceAI.Initialize(healthCareVehicleCollection, transform); CustomBusAI.Initialize(publicTansportVehicleCollection, transform); CustomCargoTruckAI.Initialize(industrialVehicleCollection, transform); CustomFireTruckAI.Initialize(fireDepartmentVehicleCollection, transform); CustomGarbageTruckAI.Initialize(garbageVehicleCollection, transform); CustomHearseAI.Initialize(healthCareVehicleCollection, transform); CustomPoliceCarAI.Initialize(policeVehicleCollection, transform); //Tools CustomTransportTool.Initialize(toolController); } // Localization UpdateLocalization(); AddQueuedActionsToLoadingQueue(); } catch (KeyNotFoundException knf) { Debug.Log("Traffic++: Error initializing a prefab: " + knf.Message + "\n" + knf.StackTrace + "\n"); } catch (Exception e) { Debug.Log("Traffic++: Unexpected " + e.GetType().Name + " initializing prefabs: " + e.Message + "\n" + e.StackTrace + "\n"); } })); m_initialized = true; Debug.Log("Traffic++: Prefabs queued for loading."); }
public VehicleManager() { Vehicles = new VehicleCollection(); VehicleInstances = new VehicleInstanceCollection(); }