internal CEntity(CharacterModel model, ItemContext context, BinTables tables) { Id = model.Id; Name = model.Name; Photo = model.Photo; Place = new(model.Place); Slot = model.Slot; Advancement = model.Advancement; Hero = model.Hero; Level = model.Level; Appearance = new() { EquippedEyesColor = model.Appearance.EquippedEyeColor, EquippedHair = new() { Color = model.Appearance.EquippedHair.Color, Style = model.Appearance.EquippedHair.Style, }, Hair = new() { Style = model.Appearance.Hair.Style, Color = model.Appearance.Hair.Color, }, EquippedSkinColor = model.Appearance.EquippedSkinColor, EyesColor = model.Appearance.EyeColor, SkinColor = model.Appearance.SkinColor, }; Storages = new(model, context); }
public ServiceHandler(Instance gate, RGClient relay, BinTables tables, IDbContextFactory <ItemContext> itemFactory, IDbContextFactory <AccountContext> accountFactory, IDbContextFactory <CharacterContext> characterFactory) { _gate = gate; _relay = relay; _tables = tables; _itemFactory = itemFactory; _accountFactory = accountFactory; _characterFactory = characterFactory; }
public GestureHandler(BinTables tables, IDbContextFactory <CharacterContext> characterRepository) => (_tables, _characterRepository) = (tables, characterRepository);
private static IEnumerable <StorageItem?> GetItems(IEnumerable <ItemModel> models, BinTables tables, ushort maxCapacity) { StorageItem?[] items = Enumerable.Repeat((StorageItem?)null, maxCapacity).ToArray(); foreach (ItemModel model in models) { items[model.Slot] = new StorageItem(model, tables.Item[model.PrototypeId]); } return(items); }
internal BaseStorage(IEnumerable <ItemModel> models, BinTables tables, ushort maxCapacity) : base(GetItems(models, tables, maxCapacity)) { }
public DayEventBoosterRepository(Instance zone, BinTables tables) : base(GetItems(zone, tables)) { }
public BoosterRepository(BinTables tables, IConfiguration configuration) : base(GetItems(tables, configuration)) { }
public EquipableBattleFashionStorage(IEnumerable <ItemModel> values, BinTables tables) : base(values, tables, Defines.EquipableFashionStorageMaxCapacity) { }
internal EquipableGearStorage(IEnumerable <ItemModel> values, BinTables tables) : base(values, tables, Defines.EquipableFashionStorageMaxCapacity) { }
internal CEStoragesInfos(CharacterModel model, ItemContext context, CharacterInfoTableEntity characterInfo, BinTables tables) { EquippedBattleFashion = new(Enumerable.Empty <ItemModel>()); EquippedViewFashion = new(Enumerable.Empty <ItemModel>()); EquippedGearWeapon = CESIEquipableGearStorageItem.Empty; //ItemTableEntity weaponItem = tables.Item[characterInfo.DefaultWeaponId]; //ItemClassifyTableEntity weaponClassify = tables.ItemClassify[weaponItem.ClassifyId]; //if (weaponClassify.SocketId != 0) //{ // if (weaponClassify.UseType == 1) // { // } //} //EquippedGearWeapon = CESIEquipableGearStorageItem.Empty; }