public void SortEntries() { Skillsets.Sort((x, y) => x.SortID - y.SortID); SuperSkills.Sort((x, y) => x.SortID - y.SortID); UltimateSkills.Sort((x, y) => x.SortID - y.SortID); EvasiveSkills.Sort((x, y) => x.SortID - y.SortID); BlastSkills.Sort((x, y) => x.SortID - y.SortID); AwokenSkills.Sort((x, y) => x.SortID - y.SortID); }
public bool AddJobSkillSets(int jobID, int skill) { bool confirmation = false; Skillsets skillsetsManager = new Skillsets(); confirmation = skillsetsManager.AddJobSkill(jobID, skill); return(confirmation); }
public bool UpdateSkillSet(string UpdatedSkillSetDescription, int skillsetid) { bool confirmation = false; Skillsets skillsetManager = new Skillsets(); confirmation = skillsetManager.UpdateSkillSet(UpdatedSkillSetDescription, skillsetid); return(confirmation); }
public bool AddSkillSet(string SkillSetDescription) { bool confirmation = false; Skillsets skillsetsManager = new Skillsets(); confirmation = skillsetsManager.AddSkillSet(SkillSetDescription); return(confirmation); }
public Skillset[] GetSkillsets() { Skillset[] skillsets; Skillsets skillsetManager = new Skillsets(); skillsets = skillsetManager.GetSkillsets(); return(skillsets); }
public bool AddUserSkills(int userID, int skillID) { bool confirmation = false; Skillsets skillsetsManager = new Skillsets(); confirmation = skillsetsManager.AddUserSkill(userID, skillID); return(confirmation); }
public int GetIndexOf(int CharacterID, int CostumeID, int ModelPreset) { for (int i = 0; i < Skillsets.Count(); i++) { if (int.Parse(Skillsets[i].I_00) == CharacterID && Skillsets[i].I_04 == CostumeID && Skillsets[i].I_26 == (ushort)ModelPreset) { return(i); } } return(-1); }
public bool DeleteSkillset(string skillID) { Skillsets skillsetManager = new Skillsets(); return(skillsetManager.DeleteSkillSet(skillID)); }