public async void DeleteHangarAsync(object param) { try { int hangarId = (int)param; Hangar hangar = Hangars.Single(x => x.Id.Equals(hangarId)); if (hangar != null) { var myMessageDialog = new MessageDialog("Er du sikker på at slette hangar: " + hangar.Placering); myMessageDialog.Commands.Add(new UICommand("YES", command => { _dtoHangar.DeleteHangar(hangarId); Hangars.Remove(hangar); _dtoHangar.Loadhangar(); })); myMessageDialog.Commands.Add(new UICommand("NO", command => { })); await myMessageDialog.ShowAsync(); } } catch (Exception ex) { await new MessageDialog(ex.Message).ShowAsync(); } }
public void InsertHangar() { if (String.IsNullOrEmpty(InsertHangarNavn)) { throw new ArgumentException("Du mangler at indtaste en hangar"); } Hangar hangar = new Hangar(InsertHangarNavn); Hangars.Add(hangar); _dtoHangar.PostHangar(hangar); _dtoHangar.Loadhangar(); }
public string SerializeSubsystem() { var saveBuilder = Context.SharedStringBuilder; saveBuilder.Clear(); for (int i = 0; i < Hangars.Count(); i++) { if (Hangars[i] != null) { saveBuilder.AppendLine($"{i}-{Hangars[i].Serialize()}"); } } return(saveBuilder.ToString()); }
public void LoadHangarData() { Hangars.Clear(); _dtoHangar.Loadhangar(); Hangars = _dtoHangar.HangarListe.ToObservableCollection(); }
public void LayLinks() { if (_hasNexts == null) { throw new InvalidOperationException(); } // Loop over array. for (int y = 0; y < _hasNexts.Length; y++) { for (int x = 0; x < _hasNexts[y].Length; x++) { // Check is item is null if (_hasNexts[y][x] == null) { continue; } // Yeey, we found a item, Lets check its identity. switch (_hasNexts[y][x]) { case Hangar hangar: // Look right for a tracklink and link to it. if (IsType <Track>(y, x + 1)) { hangar.Next = _hasNexts[y] [x + 1]; Hangars.Add(hangar); } continue; case Yard yard: // Look Left for another yard. if (IsType <Yard>(y, x - 1)) { yard.Next = _hasNexts[y][x - 1]; } continue; case Turnout1To2 turnout1To2: // Look up and down. LinkTurnout(turnout1To2, y, x); // Look left if (IsType <Track>(y, x - 1)) { turnout1To2.Next = turnout1To2.optionDown; } turnout1To2.ChangeDirection(); turnout1To2.ChangeDirection(); continue; case Turnout2To1 turnout2To1: // Look up and down. LinkTurnout(turnout2To1, y, x); // Look right if (IsType <Track>(y, x + 1)) { turnout2To1.Next = _hasNexts[y][x + 1]; } turnout2To1.ChangeDirection(); turnout2To1.ChangeDirection(); continue; case WaterQuay waterQuay: //Look left AddNext <WaterLink>(waterQuay, y, x - 1); //Lood down waterQuay.track = (Track)_hasNexts[y + 1][x]; this.quay = waterQuay; continue; case WaterLink waterLink when waterLink.GetType() == typeof(WaterLink): //Look left AddNext <WaterLink>(waterLink, y, x - 1); firstRiver = (WaterLink)waterLink; continue; case Track track when track.GetType() == typeof(Track): LinkTracks(track, y, x); continue; } } } }