public IHttpActionResult PostCustomText(CustomText customText) { CustomTextService customTextService = new CustomTextService(); customTextService.UpsertCustomText(customText, db); return(CreatedAtRoute("DefaultApi", new { id = customText.TextId }, customText)); }
public IHttpActionResult GetCustomText(int id) { CustomTextService customTextservice = new CustomTextService(); List <CustomText> customTextByPageId = new List <CustomText>(); var content = customTextservice.getImagesAndText(db, dbImage, id); //customTextByPageId = customTextservice.GetTextByPageId(id, db, customTextByPageId); return(Ok(content)); }
void Serialize(string SearchingStartDirectory) { ItemDatabase.ItemPath[] foundItemPaths = findItemPaths(SearchingStartDirectory); ItemDatabase.ItemPathSerial ips = new ItemDatabase.ItemPathSerial(); ips.data = foundItemPaths; string output = CustomTextService.SerializeJson(ips); //WriteJson(output, outputPath); CustomTextService.WriteJsonToDirectory(output, outputPath, "itempaths"); Debug.Log(string.Format("[ITEM DB]: Build is a success. a total of {0} item paths found.", foundItemPaths.Length)); AssetDatabase.Refresh(); }
/// <summary> /// Function used by the GameManager to initialize the client's item database. /// </summary> static void LoadItemDictionary() { ItemPathSerial itemDataCollection = new ItemPathSerial(); try { string itemPathJson = CustomTextService.ReadJsonFromResources("JsonData/ItemPathData/itempaths"); //Take all of the item's filepath json file and convert to string itemDataCollection = CustomTextService.DeSerializeJson <ItemPathSerial>(itemPathJson); //DeSerialize the json } catch (Exception e) { Debug.LogError(e.ToString()); } ItemList = new Dictionary <string, ItemBase>(); // Initialize the ItemDatabase Dictionary foreach (ItemPath item in itemDataCollection.data) { ItemBase itembs = (Resources.Load(item.resourcesPath) as GameObject).GetComponent <ItemBase>(); //as simple as it gets ItemList.Add(item.itemIdentifier, itembs); } DebugConsole.LogDev(string.Format("Item Database was succesfully loaded with {0} total items.", ItemList.Count)); }