public void BuildDiscoItems() { var expectedXml = Resource.Get("Xmpp.Disco.discoitems1.xml"); Items items = new Items { Node = "http://jabber.org/protocol/tune" }; items.AddItem(new Item("*****@*****.**", "node1", "name1")); items.AddItem(new Item("*****@*****.**", "node2", "name2")); items.AddItem(new Item("*****@*****.**", "node3", "name3")); items.ShouldBe(expectedXml); }
private void PopulateDatabases() { // databases var dbs = Items.AddItem(RepositoryItemType.Databases); var dict = new Dictionary <GeoDatabaseType, IServerItem>(); var values = Enum.GetValues(typeof(GeoDatabaseType)); foreach (GeoDatabaseType value in values) { var item = dbs.SubItems.AddServer(value); dict.Add(value, item); } foreach (var cn in _repository.Connections) { var server = dict[cn.DatabaseType]; server.SubItems.AddDatabase(cn); } dbs.Expand(); foreach (var item in dbs.SubItems) { item.Expand(); } }
public bool AddItem(Item item) { Items ItemsManager = new Items(); bool confirmation = ItemsManager.AddItem(item); return(confirmation); }
public bool AddAnItem(Item newItem) { bool Confirmation; Items itemManager = new Items(); Confirmation = itemManager.AddItem(newItem); return(Confirmation); }
private void Update() { if (Input.GetKeyDown(KeyCode.Space)) { items.AddItem(0); items.AddItem(1); } if (Input.GetKeyDown(KeyCode.Backspace)) { items.RemoveItem(0); } if (Input.GetKeyDown(KeyCode.Tab)) { items.RestetItems(); } }
private void Start() { for (int i = 0; i < Weapons.Count; i++) { Items.AddItem(Weapons[i]); } Items.OnWeaponBuy += BuyWeapon; }
public override void Populate() { var humanFacialHairRSIPath = SharedSpriteComponent.TextureRoot / "Mob/human_facial_hair.rsi"; var humanFacialHairRSI = ResourceCache.GetResource <RSIResource>(humanFacialHairRSIPath).RSI; foreach (var(styleName, styleState) in HairStyles.FacialHairStylesMap) { Items.AddItem(styleName, humanFacialHairRSI[styleState].Frame0); } }
public Boolean AddItem(String itemCode, String description, Decimal unitPrice, Int32 stock) { Items itemManager = new Items(); Item item = new Item( itemCode: itemCode, description: description, unitPrice: unitPrice, stock: stock); var confirmation = itemManager.AddItem(item); return(confirmation); }
public override void Populate() { var humanFacialHairRSIPath = SharedSpriteComponent.TextureRoot / "Mobs/Customization/human_facial_hair.rsi"; var humanFacialHairRSI = ResC.GetResource <RSIResource>(humanFacialHairRSIPath).RSI; var styles = HairStyles.FacialHairStylesMap.ToList(); styles.Sort(HairStyles.FacialHairStyleComparer); foreach (var(styleName, styleState) in HairStyles.FacialHairStylesMap) { Items.AddItem(styleName, humanFacialHairRSI[styleState].Frame0); } }
private void PopulateFileSystem() { // file system var folders = Items.AddItem(RepositoryItemType.FileSystem); foreach (var path in _repository.Folders) { folders.SubItems.AddFolder(path, true); } folders.Expand(); _expandedFolders = new HashSet <string>(_repository.ExpandedFolders.Select(f => f.ToLower())); RestoreFoldersExpandedState(folders); }
public static Iq CreateRequestAvatarStanza(Jid to, string id) { var pIq = new PubSubIq { To = to, Type = IqType.Get }; var items = new Items { Node = Namespaces.AvatarData }; items.AddItem(new Item { Id = id }); pIq.PubSub.Items = items; return(pIq); }
private void PopulateTms() { var root = Items.AddItem(RepositoryItemType.TmsRoot); foreach (var g in _repository.TmsGroups) { bool expanded = g.Expanded; var groupItem = root.SubItems.AddGroup(g); if (expanded) { groupItem.Expand(); } } var group = GetGroup(RepositoryItemType.TmsRoot, TmsProvider.DefaultGroupId); if (group != null) { foreach (var p in _repository.DefaultTmsProviders) { group.SubItems.AddTmsProvider(p); } } group = GetGroup(RepositoryItemType.TmsRoot, TmsProvider.CustomGroupId); if (group != null) { foreach (var item in _repository.TmsProviders) { group.SubItems.AddTmsProvider(item); } } root.Expand(); }
public void SetEnemyEquipment(int variant) { PlayerEntity player = GameManager.Instance.PlayerEntity; int itemLevel = player.Level; Genders gender = player.Gender; Races race = player.Race; int chance = 0; if (variant == 0) { // right-hand weapon int item = UnityEngine.Random.Range((int)Game.Items.Weapons.Broadsword, (int)(Game.Items.Weapons.Longsword) + 1); Items.DaggerfallUnityItem weapon = Game.Items.ItemBuilder.CreateWeapon((Items.Weapons)item, Game.Items.ItemBuilder.RandomMaterial(itemLevel)); ItemEquipTable.EquipItem(weapon, true, false); Items.AddItem(weapon); chance = 50; // left-hand shield item = UnityEngine.Random.Range((int)Game.Items.Armor.Buckler, (int)(Game.Items.Armor.Round_Shield) + 1); if (UnityEngine.Random.Range(1, 101) <= chance) { Items.DaggerfallUnityItem armor = Game.Items.ItemBuilder.CreateArmor(gender, race, (Items.Armor)item, Game.Items.ItemBuilder.RandomArmorMaterial(itemLevel)); ItemEquipTable.EquipItem(armor, true, false); Items.AddItem(armor); } // left-hand weapon else if (UnityEngine.Random.Range(1, 101) <= chance) { item = UnityEngine.Random.Range((int)Game.Items.Weapons.Dagger, (int)(Game.Items.Weapons.Shortsword) + 1); weapon = Game.Items.ItemBuilder.CreateWeapon((Items.Weapons)item, Game.Items.ItemBuilder.RandomMaterial(itemLevel)); ItemEquipTable.EquipItem(weapon, true, false); Items.AddItem(weapon); } } else { // right-hand weapon int item = UnityEngine.Random.Range((int)Game.Items.Weapons.Claymore, (int)(Game.Items.Weapons.Battle_Axe) + 1); Items.DaggerfallUnityItem weapon = Game.Items.ItemBuilder.CreateWeapon((Items.Weapons)item, Game.Items.ItemBuilder.RandomMaterial(itemLevel)); ItemEquipTable.EquipItem(weapon, true, false); Items.AddItem(weapon); if (variant == 1) { chance = 75; } else if (variant == 2) { chance = 90; } } // helm if (UnityEngine.Random.Range(1, 101) <= chance) { Items.DaggerfallUnityItem armor = Game.Items.ItemBuilder.CreateArmor(gender, race, Game.Items.Armor.Helm, Game.Items.ItemBuilder.RandomArmorMaterial(itemLevel)); ItemEquipTable.EquipItem(armor, true, false); Items.AddItem(armor); } // right pauldron if (UnityEngine.Random.Range(1, 101) <= chance) { Items.DaggerfallUnityItem armor = Game.Items.ItemBuilder.CreateArmor(gender, race, Game.Items.Armor.Right_Pauldron, Game.Items.ItemBuilder.RandomArmorMaterial(itemLevel)); ItemEquipTable.EquipItem(armor, true, false); Items.AddItem(armor); } // left pauldron if (UnityEngine.Random.Range(1, 101) <= chance) { Items.DaggerfallUnityItem armor = Game.Items.ItemBuilder.CreateArmor(gender, race, Game.Items.Armor.Left_Pauldron, Game.Items.ItemBuilder.RandomArmorMaterial(itemLevel)); ItemEquipTable.EquipItem(armor, true, false); Items.AddItem(armor); } // cuirass if (UnityEngine.Random.Range(1, 101) <= chance) { Items.DaggerfallUnityItem armor = Game.Items.ItemBuilder.CreateArmor(gender, race, Game.Items.Armor.Cuirass, Game.Items.ItemBuilder.RandomArmorMaterial(itemLevel)); ItemEquipTable.EquipItem(armor, true, false); Items.AddItem(armor); } // greaves if (UnityEngine.Random.Range(1, 101) <= chance) { Items.DaggerfallUnityItem armor = Game.Items.ItemBuilder.CreateArmor(gender, race, Game.Items.Armor.Greaves, Game.Items.ItemBuilder.RandomArmorMaterial(itemLevel)); ItemEquipTable.EquipItem(armor, true, false); Items.AddItem(armor); } // boots if (UnityEngine.Random.Range(1, 101) <= chance) { Items.DaggerfallUnityItem armor = Game.Items.ItemBuilder.CreateArmor(gender, race, Game.Items.Armor.Boots, Game.Items.ItemBuilder.RandomArmorMaterial(itemLevel)); ItemEquipTable.EquipItem(armor, true, false); Items.AddItem(armor); } // Initialize armor values to 100 (no armor) for (int i = 0; i < ArmorValues.Length; i++) { ArmorValues[i] = 100; } // Calculate armor values from equipment for (int i = (int)Game.Items.EquipSlots.Head; i < (int)Game.Items.EquipSlots.Feet; i++) { Items.DaggerfallUnityItem item = ItemEquipTable.GetItem((Items.EquipSlots)i); if (item != null && item.ItemGroup == Game.Items.ItemGroups.Armor) { UpdateEquippedArmorValues(item, true); } } if (entityType == EntityTypes.EnemyClass) { // Clamp to maximum armor value of 60. In classic this also applies for monsters. // Note: Classic sets the value to 60 if it is > 50, which seems like an oversight. for (int i = 0; i < ArmorValues.Length; i++) { if (ArmorValues[i] > 60) { ArmorValues[i] = 60; } } } else { // Note: In classic, the above applies for equipment-using monsters as well as enemy classes. // The resulting armor values are often 60. Due to the +40 to hit against monsters this makes // monsters with equipment very easy to hit, and 60 is a worse value than any value monsters // have in their definition. To avoid this, in DF Unity the equipment valuesare only used if // they are better than the value in the definition. for (int i = 0; i < ArmorValues.Length; i++) { if (ArmorValues[i] > (sbyte)(mobileEnemy.ArmorValue * 5)) { ArmorValues[i] = (sbyte)(mobileEnemy.ArmorValue * 5); } } } }