Ejemplo n.º 1
0
        public CoinPusherGameEditorControl(CoinPusherGameCommand command)
        {
            InitializeComponent();

            this.existingCommand = command;
            this.viewModel       = new CoinPusherGameEditorControlViewModel(this.existingCommand);
        }
Ejemplo n.º 2
0
        public override void SaveGameCommand(string name, IEnumerable <string> triggers, RequirementViewModel requirements)
        {
            this.PayoutPercentageMinimum = (this.PayoutPercentageMinimum / 100.0);
            this.PayoutPercentageMaximum = (this.PayoutPercentageMaximum / 100.0);

            GameCommandBase newCommand = new CoinPusherGameCommand(name, triggers, requirements, this.StatusArgument.ToLower(), this.MinimumAmountForPayout,
                                                                   this.PayoutProbability, this.PayoutPercentageMinimum, this.PayoutPercentageMaximum, this.StatusCommand, this.NoPayoutCommand, this.PayoutCommand);

            this.SaveGameCommand(newCommand, this.existingCommand);
        }
        public CoinPusherGameEditorControlViewModel(CoinPusherGameCommand command)
        {
            this.existingCommand = command;

            this.MinimumAmountForPayout  = this.existingCommand.MinimumAmountForPayout;
            this.PayoutProbability       = this.existingCommand.PayoutProbability;
            this.PayoutPercentageMinimum = (this.existingCommand.PayoutPercentageMinimum * 100.0);
            this.PayoutPercentageMaximum = (this.existingCommand.PayoutPercentageMaximum * 100.0);

            this.StatusArgument  = this.existingCommand.StatusArgument;
            this.StatusCommand   = this.existingCommand.StatusCommand;
            this.NoPayoutCommand = this.existingCommand.NoPayoutCommand;
            this.PayoutCommand   = this.existingCommand.PayoutCommand;
        }
        public override void SaveGameCommand(string name, IEnumerable <string> triggers, RequirementViewModel requirements)
        {
            this.PayoutPercentageMinimum = (this.PayoutPercentageMinimum / 100.0);
            this.PayoutPercentageMaximum = (this.PayoutPercentageMaximum / 100.0);

            GameCommandBase newCommand = new CoinPusherGameCommand(name, triggers, requirements, this.StatusArgument.ToLower(), this.MinimumAmountForPayout,
                                                                   this.PayoutProbability, this.PayoutPercentageMinimum, this.PayoutPercentageMaximum, this.StatusCommand, this.NoPayoutCommand, this.PayoutCommand);

            if (this.existingCommand != null)
            {
                ChannelSession.Settings.GameCommands.Remove(this.existingCommand);
                newCommand.ID = this.existingCommand.ID;
            }
            ChannelSession.Settings.GameCommands.Add(newCommand);
        }
        public override void SaveGameCommand()
        {
            int.TryParse(this.MinimumAmountForPayoutTextBox.Text, out int minAmountForPayout);
            int.TryParse(this.PayoutProbabilityTextBox.Text, out int payoutProbability);
            double.TryParse(this.PayoutPercentageMinimumLimitTextBox.Text, out double minPayoutPercentage);
            double.TryParse(this.PayoutPercentageMaximumLimitTextBox.Text, out double maxPayoutPercentage);

            minPayoutPercentage = minPayoutPercentage / 100.0;
            maxPayoutPercentage = maxPayoutPercentage / 100.0;

            GameCommandBase newCommand = new CoinPusherGameCommand(this.CommandDetailsControl.GameName, this.CommandDetailsControl.ChatTriggers, this.CommandDetailsControl.GetRequirements(),
                                                                   this.StatusArgumentTextBox.Text.ToLower(), minAmountForPayout, payoutProbability, minPayoutPercentage, maxPayoutPercentage, this.statusCommand, this.noPayoutCommand, this.payoutCommand);

            if (this.existingCommand != null)
            {
                ChannelSession.Settings.GameCommands.Remove(this.existingCommand);
                newCommand.ID = this.existingCommand.ID;
            }
            ChannelSession.Settings.GameCommands.Add(newCommand);
        }
 public CoinPusherGameEditorControl(CoinPusherGameCommand command)
     : this()
 {
     this.existingCommand = command;
 }