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You can override the LoadContent method of the PlayerWeapon base class to load the weapon s animated model. You get the file name of the weapon s animated model from the UnitTypes class. Following is the code for the LoadContent method: protected override void LoadContent() { // Load weapon model weaponModel = new AnimatedModel(Game); weaponModel.Initialize(); weaponModel.Load(PlayerWeaponModelFileName[(int)weaponType]); base.LoadContent(); }

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public class CreateUserAction extends FormAction { private UserAccountService userAccountService; public Event save(final RequestContext ctx) throws Exception { Logger.getLogger(CreateUserAction.class). info("save(ctx) called"); final CreateUserForm form = (CreateUserForm)getFormObject(ctx); final UserAccount account = new UserAccount(form.getUsername()); userAccountService.createUser(account); return success(); } public UserAccountService getUserAccountService() { return userAccountService; } public void setUserAccountService( final UserAccountService userAccountService) { this.userAccountService = userAccountService; } } When the save method is called, it will return an event object to indicate the action that will be taken. Typically, we expect this to raise a success event (as here) but during validation or in other circumstances when the process might fail, we can raise other events as appropriate. Although we have declared the bean, we have not yet declared how this save method will be invoked (there is no automatic correlation between the transition names and the method names). We need to add the method calls to the web flow declarations. Listing 6-26 shows a web flow with the appropriate action methods added.

To update the weapon, you create a new Update method, which receives a GameTime and a Matrix. You use the GameTime to retrieve the elapsed time since the last update, and the Matrix class to update the weapon model according to a parent bone. The weapon s parent bone is the player s hand bone, as you saw in the previous chapter. In this case, the weapon is translated and rotated to the player s hand. You update the weapon by calling the Update method of its animated model and passing the received GameTime and parent Matrix. After updating the weapon s animated model, the weapon s fire position which is the position of its third bone, shown in Figure 13-6 is stored in the firePosition attribute. Following is the code for the Update method: public void Update(GameTime time, Matrix parentBone) { weaponModel.Update(time, parentBone); firePosition = BonesAbsolute[WEAPON AIM BONE].Translation; } Finally, to draw the weapon, you just need to call the Draw method of its AnimatedModel.

<start-state idref="createUser"/> <view-state id="createUser" view="admin/createUser"> <render-actions> <action bean="createUserAction" method="setupForm"/> </render-actions>

In this section, you ll create the Player class, which has the player s attributes and logic. The Player class extends and adds some functionalities to the TerrainUnit class. Figure 13-7 shows the marine model used as the game player.

<transition on="preview" to="previewUser"> <action bean="createUserAction" method="bindAndValidate"/> </transition> <transition on="cancel" to="listUsers"/> </view-state> <view-state id="previewUser" view="admin/previewUser"> <transition on="edit" to="createUser"/> <transition on="save" to="listUsers"> <action bean="createUserAction" method="save"/> </transition> </view-state> <end-state id="listUsers" view="externalRedirect:/admin"/> As you can see, although we ve written only a single method (other than the resource accessors), there are several calls into the action. These are all provided by the base ActionForm class. We use the setupForm method to create the command object (the form bean), and then this is placed in the session for future use. (It is possible to use Spring Web Flow without the use of a session, but it s far less convenient to do so.) The bindAndValidate method is called when the form is submitted during the transition to the preview state. This copies the submitted fields into the command object. Finally, when the preview state is submitted (transitioning to the end state and thus back to the list of users), our save method is called, persisting the information into the database. Listing 6-27 shows the form that is used to render the createUser view.

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