///<summary> /// Retrieves a single reward from the Rewards table via the DataService. ///</summary> ///<param name="rewardName">A string representing the Reward you are requesting</param> ///<returns>Returns a DO_Reward object containing the data of that reward.</returns> public DO_Reward GetSpecificReward(string rewardName) { IEnumerable <Rewards> reward = dataService.SearchForReward(rewardName); DO_Reward result = null; foreach (var row in reward) { result = new DO_Reward(row.reward_id, row.reward_name, row.reward_type, row.reward_url); } return(result); }
private void SetupSceneEdit() { //Entering scene from: rewards_list if (!controller.IsThereACurrentPhoto()) { Debug.Log(CLASSNAME + "***** Current Photo not set"); //Send request for data to controller DO_Reward reward = controller.RequestRewardToEdit(); if (reward.Equals(null)) { Debug.LogError(CLASSNAME + "Error retrieving Reward to edit"); } rewardName = reward.reward_name; editId = reward.id; titleLabel.text = TITLE_EDIT; saveButton.GetComponentInChildren <Text>().text = "Update"; bool result = controller.CheckForRewardImage(rewardName); Debug.Log(CLASSNAME + "***** Does Photo Exist: " + result.ToString()); } /* * Entering scene from: reward_camera */ else { Debug.Log(CLASSNAME + "***** Current Photo set"); //Original scene entry by Edit if (controller.KeyToEdit != "") { rewardName = controller.KeyToEdit; titleLabel.text = TITLE_EDIT; } //Original scene entry by Add New else { rewardName = controller.NewRewardName; titleLabel.text = TITLE_ADD; } } //Set UI for editing inputFieldObj.SetActive(false); rewardNameTextObj.SetActive(true); rewardNameTextObj.GetComponent <Text>().text = rewardName; Debug.Log("***** REWARD NAME: " + rewardName); //Disable save button saveButton.interactable = false; }
private void SetupSceneEdit() { /* * Entering scene from: rewards_list */ //Send request for data to controller DO_Reward reward = controller.RequestRewardToEdit(); rewardName = reward.reward_name; rewardUrl = controller.RequestWebRewardUrl(); Debug.Log("reward name: " + reward.reward_name + ", reward type: " + reward.reward_type + ", reward url: " + reward.reward_url); editId = reward.id; titleLabel.text = TITLE_EDIT; saveButton.GetComponentInChildren <Text>().text = "Update"; if (!controller.IsThereACurrentPhoto()) { Debug.Log(CLASSNAME + "***** Current Photo not set"); if (reward.Equals(null)) { Debug.LogError(CLASSNAME + "Error retrieving Reward to edit"); } bool result = controller.CheckForRewardImage(rewardName); Debug.Log(CLASSNAME + "***** Does Photo Exist: " + result.ToString()); } //Set up UI for editing inputFieldObj.SetActive(false); rewardNameTextObj.SetActive(true); rewardNameTextObj.GetComponent <Text>().text = rewardName; Debug.Log("***** REWARD NAME: " + rewardName); currentUrl.text = rewardUrl; Debug.Log("////////// REWARD URL: " + rewardUrl); //Disable save button saveButton.interactable = false; }
///<summary> /// Retrieves the Rewards table data from the DataService. ///</summary> ///<returns>Returns a Dictionary(string, DO_Reward) containing the table's data.</returns> public Dictionary <string, DO_Reward> GetRewardsList() { Debug.Log(CLASSNAME + "Retrieving all rewards"); Dictionary <string, DO_Reward> rewardList = new Dictionary <string, DO_Reward>(); IEnumerable <Rewards> rewards = dataService.GetRewardsTable(); DO_Reward rewardEntry; foreach (var row in rewards) { //Debug.Log(CLASSNAME + "******* Reward: " + row.reward_name); rewardEntry = new DO_Reward( row.reward_id, row.reward_name, row.reward_type, row.reward_url ); rewardList.Add(row.reward_name, rewardEntry); } return(rewardList); }