Esempio n. 1
0
 /// <summary>
 /// Adds the given element to the collection
 /// </summary>
 /// <param name="item">The item to add</param>
 public override void Add(IModelElement item)
 {
     if ((this._parent.Successor == null))
     {
         IAbstractUserAction successorCasted = item.As <IAbstractUserAction>();
         if ((successorCasted != null))
         {
             this._parent.Successor = successorCasted;
             return;
         }
     }
     if ((this._parent.Predecessor == null))
     {
         IAbstractUserAction predecessorCasted = item.As <IAbstractUserAction>();
         if ((predecessorCasted != null))
         {
             this._parent.Predecessor = predecessorCasted;
             return;
         }
     }
     if ((this._parent.ScenarioBehaviour_AbstractUserAction == null))
     {
         IScenarioBehaviour scenarioBehaviour_AbstractUserActionCasted = item.As <IScenarioBehaviour>();
         if ((scenarioBehaviour_AbstractUserActionCasted != null))
         {
             this._parent.ScenarioBehaviour_AbstractUserAction = scenarioBehaviour_AbstractUserActionCasted;
             return;
         }
     }
 }
Esempio n. 2
0
            /// <summary>
            /// Removes the given item from the collection
            /// </summary>
            /// <returns>True, if the item was removed, otherwise False</returns>
            /// <param name="item">The item that should be removed</param>
            public override bool Remove(IModelElement item)
            {
                if ((this._parent.UsageScenario_SenarioBehaviour == item))
                {
                    this._parent.UsageScenario_SenarioBehaviour = null;
                    return(true);
                }
                if ((this._parent.BranchTransition_ScenarioBehaviour == item))
                {
                    this._parent.BranchTransition_ScenarioBehaviour = null;
                    return(true);
                }
                if ((this._parent.Loop_ScenarioBehaviour == item))
                {
                    this._parent.Loop_ScenarioBehaviour = null;
                    return(true);
                }
                IAbstractUserAction abstractUserActionItem = item.As <IAbstractUserAction>();

                if (((abstractUserActionItem != null) &&
                     this._parent.Actions_ScenarioBehaviour.Remove(abstractUserActionItem)))
                {
                    return(true);
                }
                return(false);
            }
Esempio n. 3
0
            /// <summary>
            /// Adds the given element to the collection
            /// </summary>
            /// <param name="item">The item to add</param>
            public override void Add(IModelElement item)
            {
                IAbstractUserAction actions_ScenarioBehaviourCasted = item.As <IAbstractUserAction>();

                if ((actions_ScenarioBehaviourCasted != null))
                {
                    this._parent.Actions_ScenarioBehaviour.Add(actions_ScenarioBehaviourCasted);
                }
            }
Esempio n. 4
0
            /// <summary>
            /// Removes the given item from the collection
            /// </summary>
            /// <returns>True, if the item was removed, otherwise False</returns>
            /// <param name="item">The item that should be removed</param>
            public override bool Remove(IModelElement item)
            {
                IAbstractUserAction abstractUserActionItem = item.As <IAbstractUserAction>();

                if (((abstractUserActionItem != null) &&
                     this._parent.Actions_ScenarioBehaviour.Remove(abstractUserActionItem)))
                {
                    return(true);
                }
                return(false);
            }
Esempio n. 5
0
            /// <summary>
            /// Adds the given element to the collection
            /// </summary>
            /// <param name="item">The item to add</param>
            public override void Add(IModelElement item)
            {
                if ((this._parent.UsageScenario_SenarioBehaviour == null))
                {
                    IUsageScenario usageScenario_SenarioBehaviourCasted = item.As <IUsageScenario>();
                    if ((usageScenario_SenarioBehaviourCasted != null))
                    {
                        this._parent.UsageScenario_SenarioBehaviour = usageScenario_SenarioBehaviourCasted;
                        return;
                    }
                }
                if ((this._parent.BranchTransition_ScenarioBehaviour == null))
                {
                    IBranchTransition branchTransition_ScenarioBehaviourCasted = item.As <IBranchTransition>();
                    if ((branchTransition_ScenarioBehaviourCasted != null))
                    {
                        this._parent.BranchTransition_ScenarioBehaviour = branchTransition_ScenarioBehaviourCasted;
                        return;
                    }
                }
                if ((this._parent.Loop_ScenarioBehaviour == null))
                {
                    ILoop loop_ScenarioBehaviourCasted = item.As <ILoop>();
                    if ((loop_ScenarioBehaviourCasted != null))
                    {
                        this._parent.Loop_ScenarioBehaviour = loop_ScenarioBehaviourCasted;
                        return;
                    }
                }
                IAbstractUserAction actions_ScenarioBehaviourCasted = item.As <IAbstractUserAction>();

                if ((actions_ScenarioBehaviourCasted != null))
                {
                    this._parent.Actions_ScenarioBehaviour.Add(actions_ScenarioBehaviourCasted);
                }
            }