Ejemplo n.º 1
0
        public Tags(IEnumerable <Footwork> footwork,
                    IEnumerable <Technique> techniques,
                    IEnumerable <Target> targets,
                    IEnumerable <Guard> guards,
                    IEnumerable <GuardModifier> guardModifiers,
                    IEnumerable <Measure> measures)
        {
            Footwork.AddRange(footwork);
            Techniques.AddRange(techniques);
            Targets.AddRange(targets);
            Guards.AddRange(guards);
            GuardModifiers.AddRange(guardModifiers);
            Measures.AddRange(measures);

            Footwork.Insert(0, new Footwork()
            {
            });
            Techniques.Insert(0, new Technique()
            {
            });
            Targets.Insert(0, new Target()
            {
            });
            Guards.Insert(0, new Guard()
            {
            });
            GuardModifiers.Insert(0, new GuardModifier()
            {
            });
            Measures.Insert(0, new Measure()
            {
            });
        }
Ejemplo n.º 2
0
        //TODO: Check for duplicates before inserting new rows.

        public async Task <int> AddFootworkAsync(Footwork footwork, IUser currentUser)
        {
            await CheckPermissionTagEditorAsync(currentUser);

            return(await DataSource(currentUser).Insert("Tags.Footwork", footwork).ToInt32().ExecuteAsync());
        }
Ejemplo n.º 3
0
 public async Task <int> AddFootworkAsync([FromBody] Footwork footwork)
 {
     return(await m_TagsService.AddFootworkAsync(footwork, await GetCurrentUserAsync()));
 }
 public DanceMajor()
 {
     health       = 16; maxHP = 16; strength = 2; power = 0; charge = 0; defense = 0; guard = 0;
     baseAccuracy = 14; accuracy = 14; dexterity = 5; evasion = 0; type = "Dance Major"; passive = new Footwork(this);
     quirk        = Quirk.GetQuirk(this); special = new Tumble(); special2 = new Lunge();
     player       = false; champion = false; recruitable = true; CreateDrops(); attackEffect = "gain 3 evasion";
 }