public async Task <IActionResult> Edit(int id, [Bind("ID,Description,Size,Colour,Quantity")] Gloves gloves) { if (id != gloves.ID) { return(NotFound()); } if (ModelState.IsValid) { try { _context.Update(gloves); await _context.SaveChangesAsync(); } catch (DbUpdateConcurrencyException) { if (!GlovesExists(gloves.ID)) { return(NotFound()); } else { throw; } } return(RedirectToAction(nameof(Index))); } return(View(gloves)); }
/// <inheritdoc /> public Armor Convert(ItemDTO value, object state) { var entity = new Gloves(); this.Merge(entity, value, state); return(entity); }
public void OneTimeSetUp() { mask = new Mask(); gloves = new Gloves(); handSanitizer = new HandSanitizer(); medicalGown = new MedicalGown(); }
public async Task <IActionResult> Create([Bind("ID,Description,Size,Colour,Quantity")] Gloves gloves) { if (ModelState.IsValid) { _context.Add(gloves); await _context.SaveChangesAsync(); return(RedirectToAction(nameof(Index))); } return(View(gloves)); }
public void Test_Constructor() { //Arrange Gloves gloves; // Act gloves = new Gloves(); //Assert Assert.Equal(25, gloves.price); }
public void Test_Examine() { //Arrange Gloves gloves = new Gloves(); string result; // Act result = gloves.Examine(); //Assert Assert.Equal("Gloves, 25 kr", result); }
public void Test_Use() { //Arrange Gloves gloves = new Gloves(); string result; // Act result = gloves.Use(); //Assert Assert.Equal("The gloves are worn", result); }
public void CreateEffects(IEquipmentEffectFactory equipmentEffectFactory) { Head?.CreateEffect(equipmentEffectFactory); Body?.CreateEffect(equipmentEffectFactory); Boots?.CreateEffect(equipmentEffectFactory); Gloves?.CreateEffect(equipmentEffectFactory); LeftHand?.CreateEffect(equipmentEffectFactory); RightHand?.CreateEffect(equipmentEffectFactory); Neck?.CreateEffect(equipmentEffectFactory); LeftRing?.CreateEffect(equipmentEffectFactory); RightRing?.CreateEffect(equipmentEffectFactory); }
public async Task <IActionResult> OnGetAsync(Guid?id) { if (id == null) { return(NotFound()); } Gloves = await _context.Gloves.FirstOrDefaultAsync(m => m.Id == id); if (Gloves == null) { return(NotFound()); } return(Page()); }
private void CreateGloves() { Gloves newGloves = new Gloves(); newGloves.name = "Nothing"; newGloves.description = "Look at you, naked hands"; newGloves.defense = 0; gloveList.Add(newGloves); // newGloves = new Gloves(); newGloves.name = "Mood Glove"; newGloves.description = "A glove that changes colors depending on your mood"; newGloves.defense = 5; gloveList.Add(newGloves); // }
public void Dispose() { Armor.Dispose(); MainHand.Dispose(); OffHand.Dispose(); Ring.Dispose(); Ring2.Dispose(); Amulet.Dispose(); Helm.Dispose(); Gloves.Dispose(); Boots.Dispose(); Belt.Dispose(); Flasks.ForEach(vm => vm.Dispose()); TreeJewels.ForEach(vm => vm.Dispose()); ItemJewels.Values.Flatten().ForEach(vm => vm.Dispose()); }
public async Task <IActionResult> OnPostAsync(Guid?id) { if (id == null) { return(NotFound()); } Gloves = await _context.Gloves.FindAsync(id); if (Gloves != null) { _context.Gloves.Remove(Gloves); await _context.SaveChangesAsync(); } return(RedirectToPage("./Index")); }
public void Remove(IEquippment equippment) { if (equippment == Weapon) { Weapon = null; } if (equippment == Chest) { Chest = null; } if (equippment == Gloves) { Gloves = null; } }
public NPC(string name, Helmet h, Cuirass c, Gloves g, Greaves gg, Boots b, Weapon w, Faction f) { this.name = name; this.health = 100; void equip(Armor a) { if (a != null) { inventory.Equip(a); } } equip(h); equip(c); equip(g); equip(gg); equip(b); if (w != null) { Equip(w); } this.faction = f; }
public static bool IsArmor(string itemBase) { if (Boots.Contains(itemBase)) { return(true); } if (Gloves.Contains(itemBase)) { return(true); } if (BodyArmors.Contains(itemBase)) { return(true); } if (Helmets.Contains(itemBase)) { return(true); } if (Shields.Contains(itemBase)) { return(true); } return(false); }
public static string GetItemType(string itemBase) { if (Bows.Contains(itemBase)) { return("Bow"); } if (Claws.Contains(itemBase)) { return("Claw"); } if (OneHandedAxes.Contains(itemBase)) { return("One Hand Axe"); } if (OneHandedMaces.Contains(itemBase)) { return("One Hand Mace"); } if (OneHandedSwords.Contains(itemBase)) { return("One Hand Sword"); } if (TwoHandedAxes.Contains(itemBase)) { return("Two Hand Axe"); } if (TwoHandedMaces.Contains(itemBase)) { return("Two Hand Mace"); } if (Sceptres.Contains(itemBase)) { return("Sceptre"); } if (Daggers.Contains(itemBase)) { return("Dagger"); } if (Staves.Contains(itemBase)) { return("Staff"); } if (Belts.Contains(itemBase)) { return("Belt"); } if (Amulets.Contains(itemBase)) { return("Amulet"); } if (Rings.Contains(itemBase)) { return("Ring"); } if (Boots.Contains(itemBase)) { return("Boots"); } if (Gloves.Contains(itemBase)) { return("Gloves"); } if (BodyArmors.Contains(itemBase)) { return("Body Armour"); } if (Wands.Contains(itemBase)) { return("Wand"); } if (Helmets.Contains(itemBase)) { return("Helmet"); } if (Shields.Contains(itemBase)) { return("Shield"); } if (Jewels.Contains(itemBase)) { return("Jewel"); } if (itemBase == "Gem") { return(itemBase); } if (Quivers.Contains(itemBase)) { return("Quiver"); } return("No type found"); }
// Implement this method in a buddy class to set properties that are specific to 'Gloves' (if any) partial void Merge(Gloves entity, ItemDTO dto, object state);
// Constructeur public Skin() { this.beard = new Beard(); this.hair = new Hair(); this.hat = new Hat(); this.body = new Body(); this.tshirt = new Tshirt(); this.pant = new Pant(); this.gloves = new Gloves(); this.eyes = new Eyes(); }
protected void CloneTo(Gloves item) => base.CloneTo(item);
static void Main(string[] args) { Logger.Instance().Info("Program started"); CharacterFactory CharFactory = new CharacterFactory(); Spell blind = new Spell("Blind", 15, 3, "Blinds only near objects, with big amount of damage", new Blind()); Spell knockout = new Spell("knockout", 2, 8, "Knockout created", new Knockout()); EnemyRobotAdapter ERobot = new EnemyRobotAdapter(new EnemyRobot(25, 25, 50, 7, new Tuple <int, int>(13, 1))); ICommand ERobot_command_fire = new CommandFireAtEnemy((IEnemy)ERobot); ICommand ERobot_command_forward = new CommandForwardToEnemy((IEnemy)ERobot); ICommand ERobot_command_retreat = new CommandRetreat((IEnemy)ERobot); ERobot_command_forward.execute(); ERobot_command_fire.execute(); ERobot_command_retreat.execute(); ERobot_command_retreat.undo(); myCharacter = CharFactory.CreateCharacter(2, "Elfas112"); IObserver achObserver = new AchievementObserver(); IObserver queObserver = new QuestObserver(); myCharacter.Subscribe(achObserver); myCharacter.Subscribe(queObserver); if (myCharacter != null) { myCharacter.Notify("EVENT_CHARACTER_CREATION"); switch (myCharacter.GetType().ToString()) { case "Zaidimukas.Character.HumanCharacter": myCharacter.Notify("QUEST_BECOME_HUMAN"); break; case "Zaidimukas.Character.ElfCharacter": myCharacter.Notify("QUEST_BECOME_ELF"); break; case "Zaidimukas.Character.DwarfCharacter": myCharacter.Notify("QUEST_BECOME_DWARF"); break; } myCharacter.Walk(1); myCharacter.CastSpell(blind); myCharacter.Walk(1); myCharacter.Walk(2); myCharacter.Walk(3); myCharacter.Walk(1); myCharacter.CastSpell(knockout); myCharacter.Walk(4); ArmorUnit arm = new ArmorUnit("Shirts", 4); Armor arm1 = new Gloves(new BasicArmor(arm)); myCharacter.SetArmor(arm1); Console.WriteLine(myCharacter.ArmorDecorator.getArmors().ToString()); arm1 = new Gloves(arm1); //myCharacter.SetArmor(arm1); //Console.WriteLine(myCharacter.ArmorDecorator.getArmors().ToString()); //arm1 = new Helmet(arm1); //myCharacter.SetArmor(arm1); //Console.WriteLine(myCharacter.ArmorDecorator.getArmors().ToString()); } // state myCharacter.AttackInState(); myCharacter.changeState(myCharacter.blindedState, 3000); myCharacter.AttackInState(); myCharacter.CastSpellInState(blind); myCharacter.WalkInState(3); myCharacter.changeState(myCharacter.normalState, 3000); myCharacter.WalkInState(4); // composite MyCharacter elf = CharFactory.CreateCharacter(2, "Elf"); myCharacter.printGoldAndName(); MyCharacter humanChar = CharFactory.CreateCharacter(3, "Human"); MyCharacter humanChar2 = CharFactory.CreateCharacter(3, "Human2"); MyCharacter humanChar3 = CharFactory.CreateCharacter(2, "Human3"); int goldForKill = 3000; Console.WriteLine($"You have gained {goldForKill} coins!"); IComponent elfComp = elf; IComponent humanCharComp = humanChar; IComponent myCharacterComp = myCharacter; IComponent humanChar2Comp = humanChar2; IComponent humanChar3Comp = humanChar3; IComponent party = new Team { name = "Best party ever", players = { elfComp, humanCharComp, humanChar2Comp, humanChar3Comp } }; IComponent teams = new Team { players = { party, myCharacter } }; Logger.Instance().Info("Team"); teams.addGold(goldForKill); teams.printGoldAndName(); // chain of responsibility myCharacter.GetRank(); myCharacter.LevelUp(); myCharacter.GetRank(); myCharacter.LevelUp(); myCharacter.GetRank(); myCharacter.LevelDown(); myCharacter.GetRank(); //null object ICommandFactory commandFactory = new ICommandFactory(); EnemyHuman EHuman = new EnemyHuman(50, 100, 1000, 1, new Tuple <int, int>(15, 5)); IEnemy enemyHuman = new EnemyHumanAdapter(EHuman); ICommand retreatCommand = commandFactory.CreateCommand(enemyHuman, 3); ICommand nullCommand = commandFactory.CreateCommand(enemyHuman, 1123464); //visitor EnemyHuman tank = new EnemyHuman(2, 2, 2, 2, new Tuple <int, int>(2, 1)); ExperienceWorthCalculator normalGain = new NormalExperienceGain(); ExperienceWorthCalculator boostedGain = new BoostedExperienceGain(); Console.WriteLine($"Without exp boost enemy is worth: {tank.GetExp(normalGain)} exp"); Console.WriteLine($"With exp boost enemy is worth: {tank.GetExp(boostedGain)} exp"); //mediator Tracker m = new Tracker(); Notification c1 = new Notification(m); Achievement c2 = new Achievement(m); m.not = c1; m.ach = c2; c1.Send("10 seconds Have passed"); c2.Send("Achievement Uncloked: Time flies"); //template Sword sword = new Sword(1, 5, "long Sword"); sword.SelectWeapon(); Knife knife = new Knife(1, 4, "Fast Knife"); knife.SelectWeapon(); //iterator KnifeList kl = new KnifeList(); kl.AddKnife(knife); kl.AddKnife(1, 9, "Dagger"); var a1 = kl.GetEnumerator(); a1.MoveNext(); var g = a1.Current; Swords sws = new Swords(); sws.Add(sword); sws.Add(new Sword(1, 9, "test")); var test = sws.GetEnumerator(); test.MoveNext(); //MEMENTO org = new Originator(myCharacter, null); var list = new IEnemy[] { (IEnemy)ERobot }; saveState(list); Console.Write(""); Console.Write("charaacter before update"); myCharacter.CharacterToString(); myCharacter.Walk(1); myCharacter.Walk(1); myCharacter.healthPoints = 4; Console.Write("charaacter After update"); myCharacter.CharacterToString(); Console.Write("charaacter Restored"); restoreState(); myCharacter.CharacterToString(); Logger.Instance().Info("Program ended"); myCharacter.Unsubscribe(achObserver); myCharacter.Unsubscribe(queObserver); }
// Use this for initialization void Start() { //Initialize Abilities - TODO Should this be done statically? tumble = new Tumble(); tumble.setScript(this); silverBolts = new Silver_Bolts(); silverBolts.setScript(this); condemn = new Condemn(); condemn.setScript(this); finalHour = new Final_Hour(); finalHour.setScript(this); shadowBolt = new ShadowBolt(); shadowBolt.setScript(this); IconWidth = tumbleTexture.width; IconHeight = tumbleTexture.height; level = 1; //Initially not running running = false; idling = true; a = gameObject.GetComponent(typeof(Animation)) as Animation; originalRotation = transform.localRotation; alive = true; inventory = new Item[inventorySize]; Bow startingBow = new Bow(); startingBow.randomizeWeapon(1, 1); awardItem(startingBow); Helm startingHelm = new Helm(); startingHelm.randomizeArmor(1, 1); awardItem(startingHelm); Chest startingChest = new Chest(); startingChest.randomizeArmor(1, 1); awardItem(startingChest); Gloves startingGloves = new Gloves(); startingGloves.randomizeArmor(1, 1); awardItem(startingGloves); Boots startingBoots = new Boots(); startingBoots.randomizeArmor(1, 1); awardItem(startingBoots); checkpointTexture = Resources.Load("CheckpointTexture/CheckpointMaybe") as Texture2D; playerPortrait = Resources.Load("CheckpointTexture/vayne_circle") as Texture2D; playerManaTexture = Resources.Load("PlayerTextures/mana") as Texture2D; swiftDeathTexture = Resources.Load("VayneTextures/swiftDeath") as Texture2D; shadowBoltTexture = Resources.Load("VayneTextures/ShadowBolt") as Texture2D; leftClickOverlay = Resources.Load("InstructionPage/leftclick") as Texture2D; rightClickOverlay = Resources.Load("InstructionPage/rightclick") as Texture2D; winTexture = Resources.Load("GUITextures/victoryFull") as Texture2D; lossTexture = Resources.Load("GUITextures/defeatFull") as Texture2D; continueButton = Resources.Load("InstructionPage/Continue") as Texture2D; continueButtonHighlighted = Resources.Load("InstructionPage/Continue2") as Texture2D; equipment = new Item[6]; //TODO decide on size equipmentRect = new Rect(50, 50, 300, 300); inventoryRect = new Rect(Screen.width - 350, 50, 300, Mathf.Ceil(inventorySize / 6) * 50 + 20); confirmRect = new Rect((Screen.width / 2) - 150, Screen.height / 4, 300, 300); continueRect = new Rect((Screen.width / 2) - (continueButton.width / 2), Screen.height * (3.0f/4.0f), continueButton.width, continueButton.height); movementSpeed = 1; recalculateStats(); if(PlayerPrefs.GetString("IsSaveGame") == "true"){ name = PlayerPrefs.GetString("SaveFileName"); Load(); } currentHealth = maxHealth; currentMana = maxMana; Save(); }
public Gloves(Gloves gloves) : base(gloves) { this.color = gloves.color; }
public Skin(Beard beard, Hair hair, Hat hat, Body body, Tshirt tshirt, Pant pant, Gloves gloves, Eyes eyes) { this.beard = beard; this.hair = hair; this.hat = hat; this.body = body; this.tshirt = tshirt; this.pant = pant; this.gloves = gloves; this.eyes = eyes; }
static void Main(string[] args) { List <Accessory> accessories = new List <Accessory>(); List <Animal> animals = new List <Animal>(); var leatherGloves = new Gloves(); leatherGloves.Name = "Leather Gloves"; leatherGloves.Color = "Brown"; leatherGloves.Cost = 135; accessories.Add(leatherGloves); var tophat = new Hat(); tophat.Name = "a Tophat"; tophat.Color = "Black"; tophat.Cost = 255; accessories.Add(tophat); var rolex = new Watch(); rolex.Name = "a Rolex Watch"; rolex.Color = "Gold"; rolex.Cost = 433000; accessories.Add(rolex); var polly = new Bird(); polly.Name = "Polly"; polly.Color = "Green"; polly.NumberOfLimbs = 4; animals.Add(polly); var snowball = new Cat(); snowball.Name = "Snowball"; snowball.Color = "White"; snowball.NumberOfLimbs = 4; animals.Add(snowball); var nemo = new Fish(); nemo.Name = "Nemo"; nemo.Color = "Orange"; nemo.NumberOfLimbs = 0; animals.Add(nemo); foreach (var accesory in accessories) { Console.WriteLine(); Console.WriteLine("This accesory is " + accesory.Name); Console.WriteLine("This accessory is the color " + accesory.Color); Console.WriteLine("This accessory costs " + accesory.Cost + " SEK"); if (accesory is Gloves gloves) { gloves.Usage(); gloves.Reaction(); } else if (accesory is Hat hat) { hat.Usage(); hat.Reaction(); } else if (accesory is Watch watch) { watch.Usage(); watch.Reaction(); } } foreach (var animal in animals) { Console.WriteLine(); Console.WriteLine("This animal's name is " + animal.Name); Console.WriteLine("This animal is the color " + animal.Color); Console.WriteLine("This animal has " + animal.NumberOfLimbs + " number of limbs"); if (animal is Bird bird) { bird.Move(); bird.Eat(); } else if (animal is Cat cat) { cat.Move(); cat.Eat(); } else if (animal is Fish fish) { fish.Move(); fish.Eat(); } } }
// Use this for initialization void Start() { //Initialize Abilities - TODO Should this be done statically? dStrike = new Decisive_Strike(); dStrike.setScript(this); courage = new Courage(); courage.setScript(this); judgement = new Judgement(); judgement.setScript(this); dJustice = new Demacian_Justice(); dJustice.setScript(this); valor = new Valor(); valor.setScript(this); level = 1; IconWidth = judgementTexture.width; IconHeight = judgementTexture.height; //Initially not running running = false; idling = true; a = gameObject.GetComponent(typeof(Animation)) as Animation; originalRotation = transform.localRotation; spinning = false; alive = true; inventory = new Item[inventorySize]; TwoHandedSword startingSword = new TwoHandedSword(); startingSword.randomizeWeapon(1, 1); awardItem(startingSword); Helm startingHelm = new Helm(); startingHelm.randomizeArmor(1, 1); awardItem(startingHelm); Chest startingChest = new Chest(); startingChest.randomizeArmor(1, 1); awardItem(startingChest); Gloves startingGloves = new Gloves(); startingGloves.randomizeArmor(1, 1); awardItem(startingGloves); Boots startingBoots = new Boots(); startingBoots.randomizeArmor(1, 1); awardItem(startingBoots); checkpointTexture = Resources.Load("CheckpointTexture/CheckpointMaybe") as Texture2D; playerPortrait = Resources.Load("CheckpointTexture/garen_circle") as Texture2D; playerManaTexture = Resources.Load("PlayerTextures/mana") as Texture2D; leftClickOverlay = Resources.Load("InstructionPage/leftclick") as Texture2D; rightClickOverlay = Resources.Load("InstructionPage/rightclick") as Texture2D; winTexture = Resources.Load("GUITextures/victoryFull") as Texture2D; lossTexture = Resources.Load("GUITextures/defeatFull") as Texture2D; continueButton = Resources.Load("InstructionPage/Continue") as Texture2D; continueButtonHighlighted = Resources.Load("InstructionPage/Continue2") as Texture2D; equipment = new Item[5]; //TODO decide on size equipmentRect = new Rect(50, 50, 300, 300); inventoryRect = new Rect(Screen.width - 350, 50, 300, Mathf.Ceil(inventorySize / 6) * 50 + 20); confirmRect = new Rect((Screen.width / 2) - 150, Screen.height / 4, 300, 300); continueRect = new Rect((Screen.width / 2) - (continueButton.width / 2), Screen.height * (3.0f/4.0f), continueButton.width, continueButton.height); movementSpeed = 1; recalculateStats(); if(PlayerPrefs.GetString("IsSaveGame") == "true"){ name = PlayerPrefs.GetString("SaveFileName"); Load(); } currentHealth = maxHealth; Save(); }
// Method public void Randomize() { List<Eyes> eyes = new List<Eyes>(); foreach (Eyes e in Clothing.Eyes) eyes.Add(e); this.eyes = eyes[Random.Range(0, eyes.Count - 1)]; List<Gloves> gloves = new List<Gloves>(); foreach (Gloves g in Clothing.Gloves) gloves.Add(g); this.gloves = gloves[Random.Range(0, gloves.Count - 1)]; List<Pant> pant = new List<Pant>(); foreach (Pant p in Clothing.Pants) pant.Add(p); this.pant = pant[Random.Range(0, pant.Count - 1)]; List<Tshirt> tshirt = new List<Tshirt>(); foreach (Tshirt t in Clothing.Tshirts) tshirt.Add(t); this.tshirt = tshirt[Random.Range(0, tshirt.Count - 1)]; List<Body> body = new List<Body>(); foreach (Body b in Clothing.Bodies) body.Add(b); this.body = body[Random.Range(0, body.Count - 1)]; List<Hair> hair = new List<Hair>(); foreach (Hair h in Clothing.Hairs) hair.Add(h); this.hair = hair[Random.Range(0, hair.Count - 1)]; if (this.hair.GetTypeHair == Hair.TypeHair.Crete) this.hat = Hat.NoneHat; else { List<Hat> hat = new List<Hat>(); foreach (Hat h in Clothing.Hats) hat.Add(h); this.hat = hat[Random.Range(0, hat.Count - 1)]; } List<Beard> beard = new List<Beard>(); foreach (Beard b in Clothing.Beards) beard.Add(b); this.beard = beard[Random.Range(0, beard.Count - 1)]; }