/// <summary>
        /// Adding new attributes into database.
        /// </summary>
        /// <param name="newAttributes">New attribute entity.</param>
        /// <returns>ID for created attribute.</returns>
        public int AddAttribute(AdditionalAttribute newAttributes)
        {
            using (PhotoCollectionDatabaseEntities context = new PhotoCollectionDatabaseEntities(_connectionString))
            {
                newAttributes.ID = context.AdditionalAttributes.NextId(p => p.ID);

                context.AdditionalAttributes.AddObject(newAttributes);
                context.SaveChanges();

                return(newAttributes.ID);
            }
        }
Beispiel #2
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 protected void OnUpdateNeedAttribute(AdditionalAttribute needAttribute)
 {
     for (int index = 0; index < needAttribute.data.Count; index++)
     {
         SetGame(NeedAttributeParent, "需要" + DataName.GetDataName(needAttribute.data[index].Type, true), needAttribute.data[index].value.ToString());
     }
     for (int index = 0; index < needAttribute.attribute.Count; index++)
     {
         SetGame(NeedAttributeParent, "需要" + DataName.GetAttributeName(needAttribute.attribute[index].Type, true), needAttribute.attribute[index].value.ToString());
     }
     for (int index = 0; index < needAttribute.resistance.Count; index++)
     {
         SetGame(NeedAttributeParent, "需要" + DataName.GetResistanceName(needAttribute.resistance[index].Type, true), needAttribute.resistance[index].value.ToString());
     }
     for (int index = 0; index < needAttribute.skill.Count; index++)
     {
         SetGame(NeedAttributeParent, "需要" + DataName.GetSkillName(needAttribute.skill[index].Type, true), needAttribute.skill[index].value.ToString());
     }
 }
Beispiel #3
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        protected void OnUpdateAttributeGame(AdditionalAttribute baseAttribute)
        {
            float _atk    = 0;
            float _maxAtk = 0;

            for (int index = 0; index < baseAttribute.data.Count; index++)
            {
                if (baseAttribute.data[index].Type == (int)DataEnum.Atk)
                {
                    _atk = baseAttribute.data[index].GetValue();
                    continue;
                }
                else
                if (baseAttribute.data[index].Type == (int)DataEnum.maxAtk)
                {
                    _maxAtk = baseAttribute.data[index].GetValue();
                    continue;
                }
                SetGame(AttributeParent, DataName.GetDataName(baseAttribute.data[index].Type, true), GetAttributeString(baseAttribute.data[index].value));
            }
            if (_atk != 0 || _maxAtk != 0)
            {
                string str = string.Format("{0}-{1}", _atk, _maxAtk);
                SetGame(AttributeParent, DataName.GetDataName((int)DataEnum.Atk, true), str);
            }
            for (int index = 0; index < baseAttribute.attribute.Count; index++)
            {
                SetGame(AttributeParent, DataName.GetAttributeName(baseAttribute.attribute[index].Type, true), GetAttributeString(baseAttribute.attribute[index].value));
            }
            for (int index = 0; index < baseAttribute.resistance.Count; index++)
            {
                SetGame(AttributeParent, DataName.GetResistanceName(baseAttribute.resistance[index].Type, true), GetAttributeString(baseAttribute.resistance[index].value));
            }
            for (int index = 0; index < baseAttribute.skill.Count; index++)
            {
                SetGame(AttributeParent, DataName.GetSkillName(baseAttribute.skill[index].Type, true), GetAttributeString(baseAttribute.skill[index].value));
            }
        }
Beispiel #4
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 static public void UpdateAdditional(this BaseAttribute data, BaseAttribute _base, AdditionalAttribute Additional)
 {
     for (int i = 0; i < Additional.data.Count; i++)
     {
         data[Additional.data[i].Type] += (int)Additional.data[i].GetValue(_base);
     }
     for (int i = 0; i < Additional.attribute.Count; i++)
     {
         data[(AttributeEnum)Additional.attribute[i].Type] += (int)Additional.attribute[i].GetValue(_base);
     }
     for (int i = 0; i < Additional.resistance.Count; i++)
     {
         data[(ResistanceEnum)Additional.resistance[i].Type] += (int)Additional.resistance[i].GetValue(_base);
     }
     for (int i = 0; i < Additional.skill.Count; i++)
     {
         data[(skillEnum)Additional.resistance[i].Type] += (int)Additional.skill[i].GetValue(_base);
     }
 }
Beispiel #5
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 public void SetNeedAttribute(List <float[]> data)
 {
     needAttribute = new AdditionalAttribute(data);
 }
Beispiel #6
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 public void SetBaseAttribute(List <float[]> data)
 {
     baseAttribute = new AdditionalAttribute(data);
 }
Beispiel #7
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 void SetAdditionalAttribute(List <float[]> data)
 {
     additionalAttribute = new AdditionalAttribute(data);
 }