// This method gets called by the runtime. Use this method to add services to the container. // For more information on how to configure your application, visit http://go.microsoft.com/fwlink/?LinkID=398940 public void ConfigureServices(IServiceCollection services) { services.AddEntityFramework().AddSqlite().AddDbContext<WorldContext>(); services.AddTransient<SeedDataService>(); services.AddScoped<IWorldRepository, WorldRepository>(); using (var db = new WorldContext()) { db.Database.EnsureCreated(); } services.AddMvc(config=> { ////Redirects all requests to Https version //config.Filters.Add(new RequireHttpsAttribute()); config.Filters.Add(new ResponseCacheFilter(new CacheProfile() { NoStore=true})); }).AddJsonOptions(opt=> { opt.SerializerSettings.ContractResolver = new CamelCasePropertyNamesContractResolver(); }); services.AddIdentity<WorldUser, IdentityRole>(config => { config.User.RequireUniqueEmail = true; config.Password.RequiredLength = 1; config.Password.RequireLowercase = false; config.Password.RequireNonLetterOrDigit = false; config.Password.RequireDigit = false; config.Cookies.ApplicationCookie.LoginPath = "/Auth/Login"; //Not to get Login Page for API calls config.Cookies.ApplicationCookie.Events = new CookieAuthenticationEvents() { OnRedirectToLogin = context => { if (context.Request.Path.StartsWithSegments("/api") && context.Response.StatusCode==(int)HttpStatusCode.OK ) { context.Response.StatusCode = (int)HttpStatusCode.Unauthorized; } else { context.Response.Redirect(context.RedirectUri); } return Task.FromResult(0); } }; }).AddEntityFrameworkStores<WorldContext>(); //services.ConfigureCookieAuthentication(config => //{ // config.LoginPath = "/Auth/Login"; //}); #if DEBUG services.AddScoped<IMailService, MockMailService>(); #else services.AddScoped<IMailService, MockMailService>(); #endif }
private static void PrintHumanics(WorldContext context) { var humanics = context.Humanics.ToList(); foreach (var humanic in humanics) { Console.WriteLine($"{humanic}"); } }
/// <summary> /// Create a camera entity. /// </summary> /// <param name="world">The world context.</param> /// <param name="centerX">The X point for the center of the camera.</param> /// <param name="centerY">The Y point for the center of the camera.</param> /// <param name="zoom">The zoom ratio of the camera.</param> /// <returns>The entity.</returns> public Entity CreateCamera(WorldContext world, float centerX, float centerY, float zoom) { Entity entity = world.EntityManager.CreateEntity(); // Create the components world.EntityManager.AddComponent(entity, new CameraComponent()); world.EntityManager.AddComponent(entity, new PositionComponent(new Vector2(centerX, centerY))); world.EntityManager.AddComponent(entity, new ScaleComponent(zoom)); return entity; }
/// <summary> /// Create a dwarf entity. /// </summary> /// <param name="world">The world context.</param> /// <param name="x">The x position.</param> /// <param name="y">The y position.</param> /// <returns>The entity.</returns> public Entity CreateDwarf(WorldContext world, float x, float y) { Entity entity = world.EntityManager.CreateEntity(); // Prepare the args for the humanoid assembler var neckJoint = new HumanoidAssemblerArgs.RevoluteJoint( new Vector2(0, 11) * Const.PixelsToMeters, true, -MathHelper.Pi / 4, MathHelper.Pi / 4, false, 0); var shoulderJoint = new HumanoidAssemblerArgs.RevoluteJoint( new Vector2(-2.5f, 8) * Const.PixelsToMeters, true, -MathHelper.Pi / 4, MathHelper.Pi / 4, false, 0); var hipJoint = new HumanoidAssemblerArgs.RevoluteJoint( new Vector2(-2, 3) * Const.PixelsToMeters, true, -MathHelper.Pi / 4, MathHelper.Pi / 4, false, 0); var args = new HumanoidAssemblerArgs( "dwarf", Const.CollisionGroupDwarf, new Vector2(x, y), // Body position new Vector2(4, 0) * Const.PixelsToMeters, // Right-left offset new Vector2(-5, 11) * Const.PixelsToMeters, // Torso new Vector2(-2, 19) * Const.PixelsToMeters, // Head new Vector2(-3, 9) * Const.PixelsToMeters, // Arm new Vector2(-2, 3) * Const.PixelsToMeters, // Leg new Vector2(-3, 20) * Const.PixelsToMeters, // Beard neckJoint, // Neck joint shoulderJoint, // Shoulder joint hipJoint); // Hip joint // Assemble the body var bodyAssembler = new HumanoidAssembler(world); bodyAssembler.AssembleBody(entity, args); return entity; }
/// <summary> /// Load test level 1. /// </summary> /// <param name="world">The world context.</param> public void LoadTest1(WorldContext world) { // Create the camera entity this.entityFactory.CreateCamera(world, 1, 1, 1); // Add terrain this.entityFactory.CreateTerrain( world, -140, 72, Const.PixelsToMeters, true, "Terrain\\Test1_Terrain", world.CurrentTime); // Add a dwarf this.entityFactory.CreateDwarf(world, 0, 50); }
public void Cache(WorldContext worldContext) { sharkAIComponents = worldContext.GetComponentsContainer <SharkAIComponent>(); h0ncker = worldContext.Get <InputComponent>(0).Entity; playersPositionComponent = h0ncker.GetComponent <PositionComponent>(); timeComponent = worldContext.Get <TimeComponent>(0); vfxPoolComponent = worldContext.Get <VFXPoolComponent>(0); antagonistComponent = worldContext.Get <AntagonistComponent>(0); obstaclesLayer = LayerMask.NameToLayer("Obstacles"); itemsLayer = LayerMask.NameToLayer("Items"); enemiesLayer = LayerMask.NameToLayer("Enemies"); playerLayer = LayerMask.NameToLayer("Player"); }
static void Main(string[] args) { Database.SetInitializer(new ContextInitializer()); using (var context = new WorldContext()) { var areas = context.Areas.ToList(); foreach (var area in areas) { Console.WriteLine($"{area} is owned by {area.Owner}."); PrintSiblings(area); PrintHumanics(area); PrintAreaChildren(area); } PrintHumanics(context); } Console.ReadLine(); }
public void TableAttributeTest() { using (WorldContext context = new WorldContext()) { context.Database.EnsureDeleted(); context.Database.EnsureCreated(); using (MySqlConnection conn = new MySqlConnection(context.Database.GetDbConnection().ConnectionString)) { conn.Open(); MySqlCommand cmd = new MySqlCommand("SHOW TABLES", conn); using (MySqlDataReader reader = cmd.ExecuteReader()) { Assert.True(reader.Read()); Assert.Equal("continentlist", reader.GetString(0) , ignoreCase: true, ignoreLineEndingDifferences: true, ignoreWhiteSpaceDifferences: true); Assert.True(reader.Read()); Assert.Equal("countrylist", reader.GetString(0) , ignoreCase: true, ignoreLineEndingDifferences: true, ignoreWhiteSpaceDifferences: true); } } } }
// GET: MerchantView public ActionResult Index() { WorldContext db = new WorldContext(); var merchants = db.Merchants.Include("Items"); // Grab Merchants from database List <MerchantView> merchList = new List <MerchantView>(); // New list of MerchantView models foreach (Merchant m in merchants) // Transfer properties from Merchant to MerchantView and add to collection { merchList.Add(new MerchantView() { Name = m.Name, Location = m.Location, Type = m.Type, ItemCount = new ItemCount { itemCount = m.Items.Count } }); } return(View(merchList)); }
public void Can_generate_dynamic_delete_command_trees_for_self_ref_ia() { DbModel model; using (var context = new WorldContext()) { model = context .InternalContext .CodeFirstModel .CachedModelBuilder .BuildDynamicUpdateModel(ProviderRegistry.Sql2008_ProviderInfo); } var commandTreeGenerator = new ModificationCommandTreeGenerator(model); var commandTrees = commandTreeGenerator .GenerateDelete(GetType().Namespace + ".Thing") .ToList(); Assert.Equal(1, commandTrees.Count()); }
public void OneTimeTearDown() { using (WorldContext context = new WorldContext()) context.Database.EnsureDeleted(); }
private void CreateTestPath(WorldContext world, TerrainComponent terrain, Point start, Point goal) { var testEntity = world.EntityManager.CreateEntity(); // Create the path finder var pathFinder = new PathFinder(terrain); // Find the nodes along the path PathNode[] path; if (pathFinder.FindPath(start, goal, 1, 1, out path)) { // Create the path component world.EntityManager.AddComponent(testEntity, new PathComponent(path)); } }
public WorldCore() { _context = new WorldContext(); }
public void RestoreSaveData(object dataIn) { if (!enemy) { return; } EnemyData_v1 data = (EnemyData_v1)dataIn; if (data.loadID != LoadID) { return; } DaggerfallEntityBehaviour entityBehaviour = enemy.GetComponent <DaggerfallEntityBehaviour>(); EnemySenses senses = enemy.GetComponent <EnemySenses>(); EnemyMotor motor = enemy.GetComponent <EnemyMotor>(); EnemyEntity entity = entityBehaviour.Entity as EnemyEntity; // Restore enemy career or class if different if (entity == null || entity.EntityType != data.entityType || entity.CareerIndex != data.careerIndex) { SetupDemoEnemy setupEnemy = enemy.GetComponent <SetupDemoEnemy>(); setupEnemy.ApplyEnemySettings(data.entityType, data.careerIndex, data.mobileGender, data.isHostile, alliedToPlayer: data.alliedToPlayer); setupEnemy.AlignToGround(); if (entity == null) { entity = entityBehaviour.Entity as EnemyEntity; } } // Quiesce entity during state restore entity.Quiesce = true; // Restore enemy data entityBehaviour.gameObject.name = data.gameObjectName; enemy.transform.rotation = data.currentRotation; entity.QuestFoeSpellQueueIndex = data.questFoeSpellQueueIndex; entity.QuestFoeItemQueueIndex = data.questFoeItemQueueIndex; entity.WabbajackActive = data.wabbajackActive; entity.Items.DeserializeItems(data.items); entity.ItemEquipTable.DeserializeEquipTable(data.equipTable, entity.Items); entity.MaxHealth = data.startingHealth; entity.SetHealth(data.currentHealth, true); entity.SetFatigue(data.currentFatigue, true); entity.SetMagicka(data.currentMagicka, true); int team = data.team; if (team > 0) // Added 1 to made backwards compatible. 0 = no team saved { entity.Team = (MobileTeams)(team - 1); } motor.IsHostile = data.isHostile; senses.HasEncounteredPlayer = data.hasEncounteredPlayer; // Restore enemy position and migrate to floating y support for exteriors // Interiors seem to be working fine at this stage with any additional support // Dungeons are not involved with floating y and don't need any changes WorldContext enemyContext = GetEnemyWorldContext(enemy); if (enemyContext == WorldContext.Exterior) { RestoreExteriorPositionHandler(enemy, data, enemyContext); } else { // Everything else enemy.transform.position = data.currentPosition; } // Disable dead enemies if (data.isDead) { entityBehaviour.gameObject.SetActive(false); } // Restore quest resource link enemy.QuestSpawn = data.questSpawn; if (enemy.QuestSpawn) { // Add QuestResourceBehaviour to GameObject QuestResourceBehaviour questResourceBehaviour = entityBehaviour.gameObject.AddComponent <QuestResourceBehaviour>(); questResourceBehaviour.RestoreSaveData(data.questResource); // Destroy QuestResourceBehaviour if no actual quest properties are restored from save if (questResourceBehaviour.QuestUID == 0 || questResourceBehaviour.TargetSymbol == null) { enemy.QuestSpawn = false; Destroy(questResourceBehaviour); } } // Restore instanced effect bundles GetComponent <EntityEffectManager>().RestoreInstancedBundleSaveData(data.instancedEffectBundles); // Resume entity entity.Quiesce = false; }
static void Main(string[] args) { //-------------------------------------------------------------------------------------------------------------------------- // Module 3 // Setup var dbContext = new WorldContext(); // var continents = dbContext.Continent.ToList(); // foreach (var c in continents) // { // System.Console.WriteLine($"ID:{c.Id} Name:{c.Name}"); // } //-------------------------------------------------------------------------------------------------------------------------- // The Where Operator // Find out the countries with a population greater than 100 million // var countries = dbContext.Country // .Where(c => c.Population >= 100000000); // // var countries = from c in dbContext.Country where c.Population > 100000000 select c; // foreach (var c in countries) // { // Console.WriteLine($"{c.Name} => {c.Population}"); // } //-------------------------------------------------------------------------------------------------------------------------- // The All Operator // Print whether all cities' population are greater than 1000 // var result = dbContext.City.All(c => c.Population > 1000); // Console.WriteLine(result); //-------------------------------------------------------------------------------------------------------------------------- // The Any Operator // Is there any continent data stored in the database? // Is there any city with a population that is greater than 10 million ? // var r1 = dbContext.Continent.Any(); // var r2 = dbContext.City.Any(c => c.Population > 10000000); // Console.WriteLine(r1); // Console.WriteLine(r2); //-------------------------------------------------------------------------------------------------------------------------- // The Contains Operator // Find out whether a given city is in the database // var seattle = new City { Name = "Seattle", District = "Washington" }; // var result = dbContext.City.ToList() // .Contains(seattle, new CityEqualityComparer()); // System.Console.WriteLine(result); //-------------------------------------------------------------------------------------------------------------------------- // Include Extension Method // var continents = dbContext.Continent // .Include(nameof(Continent.Country)); // foreach (var c in continents) // { // Console.WriteLine($"{c.Name.PadRight(16)} {c.Country.Count}"); // } //-------------------------------------------------------------------------------------------------------------------------- // The Select Operator // Could you list the name of countries with a population greater than 1 billion? // var names = dbContext.Country // .Where(c => c.Population > 100000000) // .Select(c => c.Name); // foreach (var n in names) // { // System.Console.WriteLine(n); // } //-------------------------------------------------------------------------------------------------------------------------- // The SelectMany Operator // Could you list the name of counties in North America and South America? // var names = dbContext.Continent // .Include(nameof(Continent.Country)) // .Where(c => c.Name == "North America" || c.Name == "South America") // .SelectMany(c => c.Country).Select(c => c.Name); // foreach (var n in names) // { // System.Console.WriteLine(n); // } //-------------------------------------------------------------------------------------------------------------------------- // The Intersect, Except, and Union Operator // Countries that either have a large surface area or have a large population. // Countries that have both large area and large population. // Countries that have a large area but not a large population. // var bigArea = dbContext.Country // .OrderByDescending(c => c.SurfaceArea).Take(10); // var bigPopulation = dbContext.Country // .OrderByDescending(c => c.Population).Take(10); // var r1 = bigArea.Union(bigPopulation); // var r2 = bigArea.Intersect(bigPopulation); // var r3 = bigArea.Except(bigPopulation); // Console.WriteLine("[Big Area or Big Population]"); // foreach (var r in r1) // { // Console.WriteLine(r.Name); // } // Console.WriteLine("========================"); // Console.WriteLine("[Big Area and Big Population]"); // foreach (var r in r2) // { // Console.WriteLine(r.Name); // } // Console.WriteLine("========================"); // Console.WriteLine("[Big Area but Not Big Population]"); // foreach (var r in r3) // { // Console.WriteLine(r.Name); // } //-------------------------------------------------------------------------------------------------------------------------- // The Distinct Operator // Could you find out the continents that have countries in them? I do not think there are any countries in Antarctica, lets see if this is true. // var continents = dbContext.Country // .Include(nameof(Country.Continent)) // .Select(c => c.Continent).Distinct(); // foreach (var c in continents) // { // System.Console.WriteLine(c.Name); // } //-------------------------------------------------------------------------------------------------------------------------- // The OrderBy and ThenByDescending Operator // Could you sort all counties by its continent, and then sort the counties in the same continent by population in the descending order? // var countries = dbContext.Country // .Include(nameof(Country.Continent)) // .OrderBy(c => c.Continent.Name) // .ThenByDescending(c => c.Population); // // var countries = // // from c in dbContext.Country.Include(nameof(Country.Continent)) // // orderby c.Continent.Name, c.Population descending // // select c; // foreach (var c in countries) // { // Console.WriteLine($"{c.Continent.Name} {c.Name} {c.Population}"); // } //-------------------------------------------------------------------------------------------------------------------------- // The First, Last, and ElementAt Operator // Could you find out the country that has: // the largest surface area // the smallest surface area // the third largest surface area // var sorted = dbContext.Country.OrderByDescending(c => c.SurfaceArea).ToList(); // var largest = sorted.First(); // var thirdLarget = sorted.ElementAt(2); // var smallest = sorted.Last(); // Console.WriteLine($"Largest: {largest.Name} {largest.SurfaceArea}"); // Console.WriteLine($"Third: {thirdLarget.Name} {thirdLarget.SurfaceArea}"); // Console.WriteLine($"Smallest: {smallest.Name} {smallest.SurfaceArea}"); //-------------------------------------------------------------------------------------------------------------------------- // The Single and SingleOrDefault Operator // Could you find out whether there is a city called: Seattle Kirkland Clara // try // { // var seattle = dbContext.City.Single(c => c.Name == "Seattle"); // Console.WriteLine($"There is a city called Seattle."); // } // catch // { // Console.WriteLine($"There maybe zero or more than one Seattle."); // } // try // { // var foundOneKirkland = dbContext.City.Single(c => c.Name == "Kirkland"); // Console.WriteLine($"There is a city called Kirkland."); // } // catch // { // Console.WriteLine($"There maybe zero or more than one Kirkland."); // } // try // { // var foundOneSantaClara = dbContext.City.Single(c => c.Name == "Santa Clara"); // Console.WriteLine($"There is a city called Santa Clara."); // } // catch // { // Console.WriteLine($"There maybe zero or more than one Santa Clara."); // } //-------------------------------------------------------------------------------------------------------------------------- // The Skip and Take Operator // Given the countries sorted by their surface area in a descending order, could you find out the: // largest five countries // countries in the 21st to 25th place // smallest five countries // var sorted = dbContext.Country.OrderByDescending(c => c.SurfaceArea); // var largest5 = sorted.Take(5); // var the21to25 = sorted.Skip(20).Take(5); // var smallest5 = sorted.ToList().TakeLast(5); // Console.WriteLine("[Largest 5]"); // foreach (var c in largest5) // { // Console.WriteLine($"{c.Name} {c.SurfaceArea}"); // } // Console.WriteLine("==================="); // Console.WriteLine("[Largest 21 to 25]"); // foreach (var c in the21to25) // { // Console.WriteLine($"{c.Name} {c.SurfaceArea}"); // } // Console.WriteLine("==================="); // Console.WriteLine("[Smallest 5]"); // foreach (var c in smallest5) // { // Console.WriteLine($"{c.Name} {c.SurfaceArea}"); // } //-------------------------------------------------------------------------------------------------------------------------- // The ToArray, ToList, ToDictionary, and ToLookup Operator // Retrieve all continents and store them in an array? // Retrieve all continents and store them in a list? // Generate a dictionary for looking up the population of countries ? // Generate a Lookup < K, V > object for looking up country names by continent name ? // var array = dbContext.Continent.ToArray(); // var list = dbContext.Continent.ToList(); // var dict = dbContext.Country.ToDictionary(c => c.Name, c => c.Population); // var lookup = dbContext.Country.Include(nameof(Country.Continent)) // .ToLookup(c => c.Continent.Name, c => c.Name); // Console.WriteLine(array.Length); // Console.WriteLine(list.Count); // Console.WriteLine(dict["China"]); // Console.WriteLine(string.Join(",", lookup["Antarctica"])); //-------------------------------------------------------------------------------------------------------------------------- // The Max, Min, Count and Sum Operator // Find the largest country area in Europe // the smallest country area in Europe // how many counties in Europe // the total population in Europe // var countries = dbContext.Country // .Include(nameof(Country.Continent)) // .Where(c => c.Continent.Name == "Europe"); // var largest = countries.Max(c => c.SurfaceArea); // var smallest = countries.Min(c => c.SurfaceArea); // var count = countries.Count(); // var totalPopulation = countries.Sum(c => c.Population); // Console.WriteLine($"Europe Largest Country Area: {largest}"); // Console.WriteLine($"Europe Smallest Country Area: {smallest}"); // Console.WriteLine($"Europe Country Count: {count}"); // Console.WriteLine($"Europe Total Population: {totalPopulation}"); //-------------------------------------------------------------------------------------------------------------------------- // The GroupBy Operator // Could you find the top 3 largest countries of each continent? // var countries = dbContext.Country // .Include(nameof(Country.Continent)) // .OrderByDescending(c => c.SurfaceArea); // var result = countries.GroupBy(c => c.Continent.Name, c => c.Name) // .Select(g => $"{g.Key}: {string.Join(",", g.Take(3))}"); //// var result = from c in countries //// group c.Name by c.Continent.Name into g //// select $"{g.Key}: {string.Join(",", g.Take(3))}"; // foreach (var r in result) // { // Console.WriteLine(r); // } //-------------------------------------------------------------------------------------------------------------------------- // The Join Operator // var continents = dbContext.Continent.OrderBy(c => c.Name); // var countries = dbContext.Country.OrderBy(c => c.Name); // var result = continents.Join(countries, // c => c.Id, c => c.ContinentId, // (ctn, ctry) => new { Continent = ctn.Name, Country = ctry.Name }); // // var result = from ctn in continents // // join ctry in countries // // on ctn.Id equals ctry.ContinentId // // select new { Continent = ctn.Name, Country = ctry.Name }; // foreach (var r in result) // { // Console.WriteLine($"{r.Continent}\t {r.Country}"); // } //-------------------------------------------------------------------------------------------------------------------------- // The GroupJoin Operator var continents = dbContext.Continent.OrderBy(c => c.Name); var countries = dbContext.Country.OrderBy(c => c.Name); var result = continents.GroupJoin(countries, ctn => ctn.Id, ctry => ctry.ContinentId, (ctn, g) => new { Continent = ctn.Name, CountryCount = g.Count() } ); // var result = from ctn in continents // join ctry in countries // on ctn.Id equals ctry.ContinentId into g // select new { Continent = ctn.Name, CountryCount = g.Count() }; foreach (var item in result) { Console.WriteLine($"{item.Continent}: {item.CountryCount}"); } }
public HomeController(IMailService service, WorldContext context) { _mailService = service; _context = context; }
public SeedDataService(WorldContext context, UserManager<WorldUser> userManager,ILogger<SeedDataService> logger) { _context = context; _userManager = userManager; _logger = logger; }
public CountryController(WorldContext db) { this.db = db; }
public SpaceObjects GetInstanceFromData(WorldContext worldContext) { return(new SpaceObjects(worldContext, this)); }
public StarSystems GetInstanceFromData(WorldContext worldContext) { return(new StarSystems(worldContext, this)); }
public StopsController(WorldContext context) { _context = context; }
public WorldRepository(WorldContext context, ILogger<WorldRepository> logger) { this.context = context; this.logger = logger; }
public TheWorldRepository(WorldContext context, ILogger<TheWorldRepository> logger ) { _logger = logger; _context = context; }
public void Handle(WorldContext worldContext) { for (int i = 0; i < antagonistComponents.Count; i++) { var antagonistComponent = (AntagonistComponent)antagonistComponents[i]; if (antagonistComponent.IsMonologuing) { continue; } if (antagonistComponent.CurrentStage >= antagonistComponent.Settings.StageSettings.Length) { worldContext.Get <GameStateComponent>(0).GameState = GameState.VICTORY; return; } var currentStage = antagonistComponent.Settings.StageSettings[antagonistComponent.CurrentStage]; int scoreCap = currentStage.ScoreCap; if (antagonistComponent.Score >= scoreCap) { gameStateComponent.GameState = GameState.PAUSED; var vfxInstance = vfxPoolComponent.VFXPool.Pop("Message (long)", currentStage.TextTypingDuration + 0.41f); var typer = vfxInstance.GameObject.GetComponent <Typer>(); typer.Text = currentStage.TextVariants[UnityEngine.Random.Range(0, currentStage.TextVariants.Length)]; typer.TextColor = currentStage.TextColor; vfxInstance.GameObject.transform.SetParent(canvasComponent.Canvas.transform, true); Transform messageTransform = antagonistComponent.MessageTransform; vfxInstance.GameObject.transform.position = messageTransform.position; vfxInstance.GameObject.GetComponent <AnimatedPopup>().StayDuration = currentStage.TextTypingDuration; Sequence sequence = DOTween.Sequence(); sequence.Append(cameraComponent.Camera.transform.DOShakePosition( currentStage.TextTypingDuration + 0.41f, new Vector3(1f, 1f, 0f).normalized *currentStage.CameraShakeStrength, 15)); sequence.InsertCallback( currentStage.TextTypingDuration + 0.41f, () => { gameStateComponent.GameState = GameState.RUNNING; antagonistComponent.IsMonologuing = false; }); vfxInstance.GameObject.SetActive(true); antagonistComponent.CurrentStage++; antagonistComponent.IsMonologuing = true; } } }
public LoresController(WorldContext context) { _context = context; }
public SeedDataService(WorldContext context, UserManager <WorldUser> userManager, ILogger <SeedDataService> logger) { _context = context; _userManager = userManager; _logger = logger; }
static void Main(string[] args) { var ctx = new WorldContext(); ctx.Database.EnsureCreated(); // Reset example ctx.Database.ExecuteSqlCommand("delete from Border"); ctx.Database.ExecuteSqlCommand("delete from country"); // Create countries var de = new Country(); de.Name = "Germany"; ctx.Countries.Add(de); ctx.SaveChanges(); var nl = new Country(); nl.Name = "Netherlands"; ctx.Countries.Add(nl); nl.AddBorderToCounty(de); ctx.SaveChanges(); var dk = new Country(); dk.Name = "Denmark"; ctx.Countries.Add(dk); dk.AddBorderToCounty(de); ctx.SaveChanges(); var be = new Country(); be.Name = "Belgium"; ctx.Countries.Add(be); be.AddBorderToCounty(de); be.AddBorderToCounty(nl); ctx.SaveChanges(); var fr = new Country(); fr.Name = "France"; ctx.Countries.Add(fr); fr.AddBorderToCounty(de); ctx.SaveChanges(); var cz = new Country(); cz.Name = "Czech Republic"; ctx.Countries.Add(cz); cz.AddBorderToCounty(de); ctx.SaveChanges(); var lu = new Country(); lu.Name = "Luxembourg"; ctx.Countries.Add(lu); lu.AddBorderToCounty(de); lu.AddBorderToCounty(fr); lu.AddBorderToCounty(be); ctx.SaveChanges(); var pl = new Country(); pl.Name = "Poland"; ctx.Countries.Add(pl); pl.AddBorderToCounty(de); pl.AddBorderToCounty(cz); ctx.SaveChanges(); var at = new Country(); at.Name = "Austria"; ctx.Countries.Add(at); at.AddBorderToCounty(de); at.AddBorderToCounty(cz); ctx.SaveChanges(); var ch = new Country(); ch.Name = "Switzerland"; ctx.Countries.Add(ch); ch.AddBorderToCounty(de); ch.AddBorderToCounty(fr); ch.AddBorderToCounty(at); ctx.SaveChanges(); Console.WriteLine("All countries with their borders"); foreach (var country in ctx.Countries) { Console.WriteLine("--------- " + country.Name); // now explicitly load the neighboring countries, as Lazy Loading in EFC does not work //var borders1 = ctx.Countries.Where(x => x.IncomingBorders.Any(y => y.Country_Id == country.Id)).ToList(); //var borders2 = ctx.Countries.Where(x => x.OutgoingBorders.Any(y => y.Country_Id1 == country.Id)).ToList(); //var allborders = borders1.Union(borders2).OrderBy(x=>x.Name);; // better: encapsulated in the context class: var allborders = ctx.GetNeigbours(country.Id); foreach (var neighbour in allborders) { Console.WriteLine(neighbour.Name); } } Console.WriteLine("=== DONE!"); Console.ReadLine(); }
public PlayerRandomNameRepository(WorldContext worldContext) { _worldContext = worldContext; }
public WorldContextSeedData(WorldContext context, UserManager<WorldUser> userManager) { this.context = context; this.userManager = userManager; }
public WorldContextSeedData(WorldContext context) { _context = context; }
static void Main(string[] args) { // Read data var dbContext = new WorldContext(); // var continents = dbContext.Continent.Include(c => c.Country) // .ThenInclude(country => country.City); // // Construct XML // var rootElement = new XElement("world"); // foreach (var continent in continents) // { // var continentElement = new XElement("continent"); // continentElement.Add(new XAttribute("name", continent.Name)); // foreach (var country in continent.Country) // { // var countryElement = new XElement("country"); // countryElement.Add(new XAttribute("code", country.Code)); // countryElement.Add(new XAttribute("name", country.Name)); // countryElement.Add(new XAttribute("area", country.SurfaceArea)); // countryElement.Add(new XAttribute("population", country.Population)); // foreach (var city in country.City) // { // var cityElement = new XElement("city"); // cityElement.Add(new XAttribute("id", city.Id)); // cityElement.Add(new XAttribute("name", city.Name)); // cityElement.Add(new XAttribute("population", city.Population)); // countryElement.Add(cityElement); // } // continentElement.Add(countryElement); // } // rootElement.Add(continentElement); // } // // Persist in-memory XML data to XML file // var writer = XmlWriter.Create(@"./world.xml"); // rootElement.WriteTo(writer); // writer.Flush(); // writer.Close(); // System.Console.WriteLine("DONE!"); //--------------------------------------------------------------------------------- var rootElement = XElement.Load(@"./world.xml"); // Query 1: var continents = rootElement.Elements() .Select(e => e.Attribute("name").Value); foreach (var item in continents) { System.Console.WriteLine(item); } // Query 2: var northAmericaPop = rootElement.Elements() .Single(e => e.Attribute("name").Value == "North America") .Descendants("country") .Sum(e => int.Parse(e.Attribute("population").Value)); System.Console.WriteLine(northAmericaPop); }
public WorldRepository(WorldContext context, ILogger<WorldRepository> logger) { _context = context; _logger = logger; }
/// <summary> /// Deserializes spacecraft from given steam using project's json settings. /// </summary> public static Spacecraft DeserializeFrom(Stream stream, WorldContext worldContext) { var data = Serialization.DeserializeDataFromJson <SpacecraftData>(stream); return((Spacecraft)data.GetInstanceFromData(worldContext)); }
public SpaceObjects(WorldContext worldContext, SpaceObjectsData data) { WorldContext = worldContext; _spaceObjectsDictionary = new Dictionary <Guid, SpaceObject>(); }
public static ImmutableList <Tutorial> GetTutorialTriggers() { using (var context = new WorldContext()) return(context.Tutorial.ToImmutableList()); }
void RestoreExteriorPositionHandler(GameObject player, PlayerPositionData_v1 data, WorldContext playerContext) { // If player context matches serialized world context then player was saved after floating y change // Need to get relative difference between current and serialized world compensation to get actual y position if (playerContext == data.worldContext) { float diffY = GameManager.Instance.StreamingWorld.WorldCompensation.y - data.worldCompensation.y; player.transform.position = data.position + new Vector3(0, diffY, 0); return; } // Otherwise we migrate a legacy exterior position by adjusting for world compensation player.transform.position = data.position + GameManager.Instance.StreamingWorld.WorldCompensation; }
public static ImmutableList <Model.Disable> GetDisables() { using (var context = new WorldContext()) return(context.Disable.ToImmutableList()); }
public RaceController(WorldContext db) { this.db = db; }
/// <summary> /// Initializes a new instance of the HumanoidAssembler class. /// </summary> /// <param name="world">The world context.</param> public HumanoidAssembler(WorldContext world) { this.world = world; }
public AppController(IMailService mailService, IConfigurationRoot config, WorldContext context) { _mailService = mailService; _config = config; _context = context; }
public LocationsController(WorldContext context) { _context = context; }
void RestoreExteriorPositionHandler(DaggerfallEnemy enemy, EnemyData_v1 data, WorldContext enemyContext) { // If enemy context matches serialized world context then enemy was saved after floating y change // Need to get relative difference between current and serialized world compensation to get actual y position if (enemyContext == data.worldContext) { float diffY = GameManager.Instance.StreamingWorld.WorldCompensation.y - data.worldCompensation.y; enemy.transform.position = data.currentPosition + new Vector3(0, diffY, 0); return; } // Otherwise we migrate a legacy exterior position by adjusting for world compensation enemy.transform.position = data.currentPosition + GameManager.Instance.StreamingWorld.WorldCompensation; }
public WorldsController(WorldContext context) { _context = context; }
public WorldContextSeedData(WorldContext context,UserManager<WorldUser> userManager) { _context = context; _userManager = userManager; }
/// <summary> /// Create a terrain entity from a bitmap image. /// </summary> /// <param name="world">The world context.</param> /// <param name="x">The top-left X position in world-coordinates.</param> /// <param name="y">The top-left Y position in world-coordinates.</param> /// <param name="scale">The scale ratio for the terrain.</param> /// <param name="isCollidable">Indicates whether the terrain can be collided with.</param> /// <param name="terrainBitmapName">The name of the terrain bitmap.</param> /// <param name="currentTime">The current time used as the terrain creation time.</param> /// <returns>The entity.</returns> public Entity CreateTerrain( WorldContext world, float x, float y, float scale, bool isCollidable, string terrainBitmapName, TimeSpan currentTime) { Entity entity = world.EntityManager.CreateEntity(); // Load the terrain texture Texture2D texture = world.Resources.Load<Texture2D>(terrainBitmapName); // Create the terrain quad tree var terrainFactory = new TerrainFactory(); ClipQuadTree<TerrainData> terrainQuadTree = terrainFactory.CreateTerrainQuadTree(texture, currentTime); // Build the path nodes from the terrain quad tree var pathBuilder = new PathBuilder(terrainQuadTree, 30, 5); Dictionary<Point, LinkedPathNode> pathNodes = pathBuilder.BuildPathNodes(); // Create the terrain component var cTerrain = new TerrainComponent(terrainQuadTree, isCollidable, pathNodes); // Create the physics body. Initially this has no fixtures, as those are populated dynamically var body = new Body(world.Physics); var cPhysics = new PhysicsComponent(body); // Add components to entity world.EntityManager.AddComponent(entity, cTerrain); world.EntityManager.AddComponent(entity, cPhysics); world.EntityManager.AddComponent(entity, new PositionComponent(body, new Vector2(x, y))); world.EntityManager.AddComponent(entity, new ScaleComponent(scale)); return entity; }