private void SaveItemOfPlayerFromSerial(SerialItem sitem, string playerName) { string playerId = QueryReady(GetPlayerId(playerName)); string id = QueryReady(sitem.itemID); string x = QueryReady(sitem.x); string y = QueryReady(sitem.y); string upgrade = QueryReady(sitem.upgradeLvl); string quantity = QueryReady(sitem.quantity); using (IDbConnection dbconn = new SqliteConnection(connectionString)) { dbconn.Open(); using (IDbCommand dbcmd = dbconn.CreateCommand()) { string sqlQuery = "INSERT INTO Items (IdC, ItemID, XIndex, YIndex, UpgradeLvl, Quantity) values (" + playerId + ", " + id + ", " + x + ", " + y + ", " + upgrade + ", " + quantity + ")"; dbcmd.CommandText = sqlQuery; dbcmd.ExecuteNonQuery(); } } }
public void CallRpcLoadItemFromDatabase(SerialItem sitem, string playerName) { if (isServer) { RpcLoadItemFromDatabase(sitem.itemID, sitem.x, sitem.y, sitem.upgradeLvl, sitem.quantity, playerName); } }
public void SerializeItem(SerialItem sitem) { if (isLocalPlayer) { CmdSaveItemToDatabase(sitem.itemID, sitem.x, sitem.y, sitem.upgradeLvl, sitem.quantity, GetComponent <PlayerRpg>().playerName); } }
public async Task Create(CreateSerialItemDto input) { var _header = _receiveNoteItemRepository.Get(input.ReceiveNoteItemId); var @serialItem = input.MapTo <SerialItem>(); @serialItem.TenantId = AbpSession.GetTenantId(); @serialItem = SerialItem.Create(input.ItemCode, input.SerialNo, "Available"); _header.SerialItems.Add(@serialItem); await CurrentUnitOfWork.SaveChangesAsync(); }
private void BuildSaveData() { //go through the inventory and save out a key value pair of itemName and itemCount //then add to the serializablelist for (int i = 0; i < playerInventory.CurrentInventory.Count; i++) { //create a SerialItem and populate it from the inventory SerialItem SI = new SerialItem(); SI.name = playerInventory.CurrentInventory[i].ItemName; SI.count = playerInventory.CurrentInventory[i].NumberHold; //add to our SL - SL.serializableList.Add(SI); } }
private void BuildSaveData() { //go through the inventory and save out a key value pair of itemName and itemCount //then add to the serializablelist for (int i = 0; i < myInventory.myInventory.Count; i++) { //create a SerialItem and populate it from the inventory //SerializableListString.SerialItem SI = new SerializableListString.SerialItem(); SerialItem SI = new SerialItem(); SI.name = myInventory.myInventory[i].itemName; SI.count = myInventory.myInventory[i].numberHeld; //add to our SL - SL.inventoryItemList.Add(SI); } }
public static void DeserializeItem(SerialItem serialItem, Inventory inventory) { Item item = ItemsDatabase.instance.itemList[serialItem.itemID]; int slotSize = inventory.SlotSize(item); if ((serialItem.x == -1) && (serialItem.y == -1)) { inventory.GenerateItemInEq(item, serialItem.upgradeLvl); inventory.GetPlayerRpg().gameObject.GetComponent <PlayerUI>().UpdatePlayerStats(); } else { //the original item was in the inventory, not eq GameObject result = inventory.PutItemOnCoords(serialItem.x, serialItem.y, item, slotSize, serialItem.upgradeLvl); result.GetComponent <ItemUI>().ChangeQuantity(serialItem.quantity); } }