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() { }); }
//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()); }
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"; }