Esempio n. 1
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        public void Load(UXMLElement element)
        {
            string            curid = element.GetString("id", string.Empty);
            InventoryItemType type  = element.GetEnum <InventoryItemType>("type");

            count = element.GetInt("count", 0);

            //Debug.Log($"loaded item {curid}-{type}-{count}".Colored(ColorType.green));

            if (string.IsNullOrEmpty(curid))
            {
                InitSave();
            }
            else
            {
                data = resourceService.GetInventoryItemData(type, curid);
                if (data == null)
                {
                    //Debug.Log($"item data is null {curid}-{type}".Colored(ColorType.fuchsia));
                    InitSave();
                }
                else
                {
                    //Debug.Log($"item data not null {curid}-{type}".Colored(ColorType.grey));
                }
            }
        }
Esempio n. 2
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        public async Task <IActionResult> RemoveInventory(Guid itemId, InventoryItemType selectedItemType)
        {
            var partitionKey    = new ServicePartitionKey((int)selectedItemType);
            var partitionClient = new ServicePartitionClient <HttpCommunicationClient>(_clientFactory, _serviceUri, partitionKey);
            var item            = await partitionClient.InvokeWithRetryAsync(async (client) =>
            {
                var response = await client.HttpClient.GetAsync(new Uri($"{client.BaseUri}/api/inventory/{itemId}"));
                if (!response.IsSuccessStatusCode)
                {
                    throw new InvalidOperationException($"Error - {response.StatusCode}: {response.ReasonPhrase}");
                }

                var responseContent = await response.Content.ReadAsStringAsync();
                return(JsonConvert.DeserializeObject <InventoryItem>(responseContent));
            }, CancellationToken.None);

            var viewModel = new InventoryQuantityViewModel
            {
                ItemId   = item.ItemId,
                ItemType = item.ItemType,
                Display  = $"{item.Name} ({item.ItemType})",
                IsAdd    = false,
                Quantity = 1
            };

            return(View("UpdateInventoryQuantity", viewModel));
        }
Esempio n. 3
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    public void GetHit(InventoryItemType weapon)
    {
        int healthLoss = 0;

        if (weapon == InventoryItemType.Dagger)
        {
            healthLoss = rng.Range(1, 3);
        }
        else if (weapon == InventoryItemType.ShortSword)
        {
            healthLoss = rng.Range(2, 5);
        }
        else if (weapon == InventoryItemType.Scimitar)
        {
            healthLoss = rng.Range(5, 8);
        }
        else if (weapon == InventoryItemType.Bow)
        {
            healthLoss = 1;
        }
        health -= healthLoss;
        if (health < 1)
        {
            StartDying(weapon);
        }
        if (!isDead)
        {
            MoveToRandomDirection();
        }
    }
Esempio n. 4
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 public void AddToInventory(InventoryItemType itemType, int count)
 {
     if (itemType == InventoryItemType.Arrows)
     {
         AddToInventory(new InventoryItem(itemType, count, arrowSprite));
     }
 }
Esempio n. 5
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 private void OnInventoryChanged(InventoryItemType type, string id, int count)
 {
     if (data != null && data.type == type && data.id == id)
     {
         Setup(data);
     }
 }
Esempio n. 6
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File: Enemy.cs Progetto: bradur/LD37
    public void GetHit(InventoryItemType weapon)
    {
        int healthLoss = 0;

        if (weapon == InventoryItemType.Dagger)
        {
            healthLoss = rng.Range(1, 3);
        }
        else if (weapon == InventoryItemType.ShortSword)
        {
            healthLoss = rng.Range(2, 5);
        }
        else if (weapon == InventoryItemType.Scimitar)
        {
            healthLoss = rng.Range(5, 8);
        }
        else if (weapon == InventoryItemType.Bow)
        {
            healthLoss = rng.Range(1, 3);
        }
        int newHealth = UIManager.main.AddToEnemyHealth(-healthLoss);

        if (newHealth < 1)
        {
            Die();
        }
        else
        {
            MoveAway();
        }
    }
Esempio n. 7
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    public void NewPopupMerchant(Character character, AlignmentMerchant alignment, InventoryItemType type, bool isBuying, System.Func <List <InventoryItem>, object> resultAction, List <InventoryItem> itemsForSale)
    {
        var tmpPopupObject   = Resources.Load <GameObject>("Prefabs/PopupMerchant");
        var tmpPopupInstance = Instantiate(tmpPopupObject, tmpPopupObject.transform.position, tmpPopupObject.transform.rotation);

        Constants.IncreaseInputLayer(tmpPopupInstance.name);
        tmpPopupInstance.GetComponent <PopupMerchantBhv>().SetPrivates(character, alignment, type, isBuying, resultAction, itemsForSale);
    }
Esempio n. 8
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        public InventoryItemViewModel(int id, string name, int level, InventoryItemType itemType)
        {
            this.Id    = id;
            this.Name  = name;
            this.Level = level;

            ItemType = itemType;
        }
Esempio n. 9
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        public IActionResult AddNewInventoryItem(InventoryItemType itemType)
        {
            var newItem = new InventoryItem {
                ItemType = itemType
            };

            return(View(newItem));
        }
Esempio n. 10
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 private void OnInventoryChanged(InventoryItemType type, string itemId, int count)
 {
     if (IsSetupCompleted)
     {
         if (itemData.type == type && itemData.id == itemId)
         {
             Resetup();
         }
     }
 }
Esempio n. 11
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 private void OnInventoryChanged(InventoryItemType type, string itemId, int count)
 {
     if (data != null)
     {
         if (type == data.type && itemId == data.id)
         {
             Setup(data);
         }
     }
 }
Esempio n. 12
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 public InventoryItem(InventoryItemType itemType, int itemId, string itemName, int itemPrice, int itemMaxStackSize, Bitmap icon, bool isQuestItem = false)
 {
     _type         = itemType;
     _id           = itemId;
     _name         = itemName;
     _price        = itemPrice;
     _maxStackSize = itemMaxStackSize;
     _icon         = icon;
     _quest        = isQuestItem;
 }
Esempio n. 13
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        public List <InventoryItem> GetItems(InventoryItemType type)
        {
            Dictionary <string, InventoryItem> filtered = null;

            if (items.TryGetValue(type, out filtered))
            {
                return(new List <InventoryItem>(filtered.Values));
            }
            return(new List <InventoryItem>());
        }
Esempio n. 14
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 public void ShowMessage(AnimalType animal, InventoryItemType weapon, int projectileCount)
 {
     ShowMessage(string.Format(
                     "You killed a <color=#{0}><b>{1}</b></color> with your <color=#{2}><b>{3}</b></color>!",
                     GetColorAsString(animal),
                     animal,
                     GetColorAsString(weapon),
                     weapon
                     ));
 }
Esempio n. 15
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    public InventoryItemType SetItem(InventoryItemType item)
    {
        InventoryItemType oldItem = inventory.GetItemInGrid(x, y);

        inventory.SetItemInGrid(x, y, item);

        UpdateCell();

        return(oldItem);
    }
 private void OnInventoryChanged(InventoryItemType type, string itemId, int count)
 {
     if (type == InventoryItemType.StoryCharger || type == InventoryItemType.StoryCollectable || type == InventoryItemType.StoryCollection)
     {
         if (cachedData != null)
         {
             Setup(cachedData);
             Debug.Log("OnInventoryAdded resetup StoryCollectionChargerView");
         }
     }
 }
Esempio n. 17
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 private void OnItemAdded(InventoryItemType type, string id, int count)
 {
     if (type == InventoryItemType.StoryCollectable ||
         type == InventoryItemType.StoryCollection ||
         type == InventoryItemType.Collectable ||
         type == InventoryItemType.Collection)
     {
         int completedQuestCount = TryCompleteQuests();
         Debug.Log($"{completedQuestCount} completed when inventory item added...");
     }
 }
Esempio n. 18
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 /// <summary>
 /// Checks if the player has a key
 /// </summary>
 /// <returns></returns>
 public bool HasItem(InventoryItemType itemType)
 {
     foreach (InventoryItem item in (Inventory.Items))
     {
         if (item.type == itemType)
         {
             return(true);
         }
     }
     return(false);
 }
Esempio n. 19
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 private void OnInventoryChanged(InventoryItemType itemType, string itemId, int count)
 {
     if (itemData != null && message != null && sender != null)
     {
         if (itemData.type == itemType && itemData.id == itemId)
         {
             UpdateIconImage(sender, itemData);
             UpdateGiftButtonState(sender, itemData);
         }
     }
 }
Esempio n. 20
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        public List <Item> GetInventoryItemsByCategory(InventoryItemType inventoryItemType)
        {
            logger.LogDebug("Getting all Cables and trays");
            List <IParameter> parameters = new List <IParameter>();

            parameters.Add(new Parameter()
            {
                ColumnName = "Category", DataType = "System.Int", Operator = DBProviderBase.Enums.ParamOperator.Equals, Value = inventoryItemType.ToString()
            });
            return(dataService.GetObjectData <Item>(parameters));
        }
Esempio n. 21
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    public void SetItemInGrid(int x, int y, InventoryItemType item)
    {
        int index = ROW_WIDTH * y + x;

        if (index >= items.Length)
        {
            throw new ArgumentOutOfRangeException("Out of bounds [" + x + "," + y + "]");
        }

        items[index] = item;
    }
Esempio n. 22
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 public Color GetInventoryItemColor(InventoryItemType inventoryItem)
 {
     foreach (InventoryItemColor itemColor in itemColors)
     {
         if (itemColor.Item == inventoryItem)
         {
             return(itemColor.Color);
         }
     }
     return(Color.white);
 }
Esempio n. 23
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 public void ShowMessage(InventoryItemType weapon, MessageType messageType)
 {
     if (messageType == MessageType.NoAmmo)
     {
         ShowMessage(string.Format(
                         "You have ran out of ammo for your <color=#{0}><b>{1}</b></color>",
                         GetColorAsString(weapon),
                         weapon
                         ));
     }
 }
Esempio n. 24
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 public void AddToCount(InventoryItemType itemType, int addition)
 {
     foreach (InventoryItem ownedItem in ownedItems)
     {
         if (ownedItem.InventoryItemType == itemType)
         {
             ownedItem.Count += addition;
             FindUIOwnedItem(ownedItem).UpdateItemCount(ownedItem.Count, addition > 0);
             break;
         }
     }
 }
Esempio n. 25
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 public void ShowMessage(MessageType messageType, InventoryItemType inventoryItemType, int value)
 {
     if (messageType == MessageType.ItemCountUpdate)
     {
         /*ShowMessage(string.Format(
          *  "You now have {0} <color=#{1}><b>{2}</b></color>!",
          *  value,
          *  GetColorAsString(inventoryItemType),
          *  inventoryItemType
          * ));*/
     }
 }
Esempio n. 26
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        public DropItem(UXMLElement element)
        {
            this.type  = element.GetEnum <DropType>("type");
            this.count = element.GetInt("count");

            if (this.type == DropType.item)
            {
                string            itemId   = element.GetString("item_id");
                InventoryItemType itemType = element.GetEnum <InventoryItemType>("item_type");
                this.itemData = resourceService.GetInventoryItemData(itemType, itemId);
            }
        }
 private void OnInventoryChanged(InventoryItemType type, string id, int count)
 {
     if (type == InventoryItemType.Collectable ||
         type == InventoryItemType.Charger ||
         type == InventoryItemType.Collection)
     {
         if (collectionData != null)
         {
             Setup(collectionData);
         }
     }
 }
Esempio n. 28
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 public bool AddItemInEmptySlot(InventoryItemType item)
 {
     for (int i = 0; i < items.Length; i++)
     {
         if (items[i] == InventoryItemType.Empty)
         {
             items[i] = item;
             return(true);
         }
     }
     return(false);
 }
Esempio n. 29
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    void StartDying(InventoryItemType weapon)
    {
        animator.enabled = true;
        UIManager.main.ShowMessage(animalType, weapon, numProjectiles);
        SoundManager.main.PlaySound(SoundType.AnimalDie);
        isDead = true;
        polygonCollider2D.isTrigger = true;
        rb2D.isKinematic            = true;
        rb2D.velocity = Vector2.zero;

        moving = false;
    }
Esempio n. 30
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    public int GetItemCount(InventoryItemType inventoryItemType)
    {
        int count = -1;

        foreach (InventoryItem ownedItem in ownedItems)
        {
            if (ownedItem.InventoryItemType == inventoryItemType)
            {
                return(ownedItem.Count);
            }
        }
        return(count);
    }
Esempio n. 31
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        public static bool CanRun(InventoryItemType from, InventoryItemType to, bool excludeLegendaryUpgradeRares = false, bool checkStash = false)
        {
            if (!ZetaDia.IsInGame || !ZetaDia.IsInTown)
                return false;

            if (!Inventory.MaterialConversionTypes.Contains(to) || !Inventory.MaterialConversionTypes.Contains(from))
            {
                Logger.LogVerbose(LogCategory.Behavior, "[ConvertMaterials] Unable to convert from {0} to {1}", from, to);
                return false;
            }

            if (!GetSacraficialItems(to, excludeLegendaryUpgradeRares).Any())
            {
                Logger.LogVerbose(LogCategory.Behavior, "[ConvertMaterials] You dont enough valid weapon/armor/jewellery in backpack", from, to);
                return false;
            }

            Inventory.Materials.Update();
            Inventory.Materials.LogCounts();
    
            if (checkStash)
            {
                if (Inventory.Materials[InventoryItemType.DeathsBreath].TotalStackQuantity >= 1 && Inventory.Materials[from].TotalStackQuantity > 100)
                {
                    Logger.LogVerbose(LogCategory.Behavior, "[ConvertMaterials] Enough materials to convert from {0} ({1}) to {2}",
                        from, Inventory.Materials[from].TotalStackQuantity, to);

                    return true;
                }                                                    
            }

            if (Inventory.Materials[from].BackpackStackQuantity > 100)
            {
                Logger.LogVerbose(LogCategory.Behavior, "[ConvertMaterials] We have enough Backpack materials to convert from {0} ({1}) to {2}",
                    from, Inventory.Materials[from].BackpackStackQuantity, to);

                return true;
            }

            Logger.LogVerbose(LogCategory.Behavior, "[ConvertMaterials] Not Enough Backpack materials to convert from {0} ({1}) to {2}, Deaths={3}",
                from, Inventory.Materials[from].BackpackStackQuantity, to, Inventory.Materials[InventoryItemType.DeathsBreath].BackpackStackQuantity);

            return false;
        }
Esempio n. 32
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 public static List<ACDItem> OfType(InventoryItemType type)
 {
     return AllStashItems.Where(i => i.ActorSNO == (int)type).ToList();
 }
Esempio n. 33
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 private void Update(InventoryItemType it)
 {
     switch (it)
     {
         case InventoryItemType.weapon:
             _equipment = MenuState.Party.Inventory.GetWeaponsOfType(MenuState.Party.Selected.Weapon.Wielder);
             break;
         case InventoryItemType.armor:
             _equipment = MenuState.Party.Inventory.GetArmor(MenuState.Party.Selected.Sex);
             break;
         case InventoryItemType.accessory:
             _equipment = MenuState.Party.Inventory.GetAccessories();
             break;
         default: break;
     }
 }
Esempio n. 34
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 public bool HasStackQuantityOfType(InventoryItemType type, InventorySlot location, int quantity)
 {
     return Source[type].StackQuantityByInventorySlot(location) > quantity;
 }
Esempio n. 35
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        public IInventoryItem GetInventoryItem(string id, InventoryItemType type)
        {
            IInventoryItem item = null;

            switch (type)
            {
                case InventoryItemType.item:

                    item = GetItem(id);

                    break;

                case InventoryItemType.weapon:

                    item = GetWeapon(id);

                    break;

                case InventoryItemType.armor:

                    item = GetArmor(id);

                    break;

                case InventoryItemType.accessory:

                    item = GetAccessory(id);

                    break;
            }

            return item;
        }
Esempio n. 36
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 public MaterialRecord this[InventoryItemType i]
 {
     get { return Source[i]; }
     set { Source[i] = value; }
 }
        //TODO : Make shopsterify user contain apiContext and shopifyAuth objects, then code that takes both a ApiContext and ShopifyStoreAuth can just take a shopsterifyUser
        private bool CreateProductAndMap(ApiContext apiContext, ShopifyStoreAuth shopifyAuth,
                                         InventoryItemType shopsterItem, ShopifyMetafieldMap shopifyMapping)
        {
            //Steps are: Upload Item to Shopify, Create metafield, Update map according to new productId

            //Upload to shopify
            List<InventoryCategoryType> categories =
                (shopsterItem.Categories == null || shopsterItem.Categories.Count < 1)
                    ? new List<InventoryCategoryType>(1)
                    : new List<InventoryCategoryType>(shopsterItem.Categories.Count);
            if (shopsterItem.Categories != null)
                categories.AddRange(shopsterItem.Categories.Select(categoryId => _shopsterComm.GetCategory(apiContext, categoryId)));

            //get the categories for this item

            ShopifyResponse<ShopifyProduct> response = _shopifyComm.CreateProduct(shopifyAuth,
                                                                                 ShopsterifyConverter.convertItem(
                                                                                     shopsterItem, categories));
            if (response.State == ResponseState.OK)
            {
                _metaFieldShopsterProductId.Value = shopsterItem.ItemId;
                if (response.ResponseObject.Id != null)
                {
                    if (response.ResponseObject.Created != null)
                    {
                        ShopifyMetafieldMapping newMap =
                            ShopifyMetafieldMapping.CreateMetafieldMapping((int) response.ResponseObject.Id,
                                                                           (DateTime) response.ResponseObject.Created,
                                                                           _metaFieldShopsterProductId);

                        //Update map (add mapping will create/update the ShopifyMetafield on shopify)
                        if (shopifyMapping.AddMapping(newMap))
                        {
            #if DEBUG
                            logger.DebugFormat(
                                "ConnectsterController::CreateProductAndMap(): CreatedProduct({0}) and mapping on Shopify.",
                                response.ResponseObject.Id);
            #endif
                            return true;
                        }
                    }
                }
            }
            #if DEBUG
            logger.DebugFormat(
                "ConnectsterController::CreateProductAndMap(): attempted to create mapping and failed. ShopsterToken({0}), ShopifySubdomain({1}, shopsterItemId({2})",
                apiContext.AccessToken, shopifyAuth.StoreSubDomain, shopsterItem.ItemId);
            #endif
            return false;
        }
Esempio n. 38
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        /// <summary>
        /// Converts crafting materials into other types of crafting materials
        /// </summary>
        /// <param name="from">the type of material you will consume</param>        
		/// <param name="to">the type of material you will get more of</param>        
        public static async Task<bool> Execute(InventoryItemType from, InventoryItemType to)
        {
            Logger.Log("[ConvertMaterials] Wooo! Lets convert some {0} to {1}", from, to);

            if (!ZetaDia.IsInGame || !ZetaDia.IsInTown)
                return true;

            if (!Inventory.MaterialConversionTypes.Contains(to) || !Inventory.MaterialConversionTypes.Contains(from))
            {
                Logger.Log("[Cube] Unable to convert from {0} to {1}", from, to);
                return true;
            }

            var backpackDeathsBreathAmount = Inventory.Backpack.DeathsBreath.Select(i => i.ItemStackQuantity).Sum();
			var backpackFromMaterialAmount = Inventory.Backpack.OfType(from).Select(i => i.ItemStackQuantity).Sum();
			var backpackToMaterialAmount = Inventory.Backpack.OfType(to).Select(i => i.ItemStackQuantity).Sum();

            Inventory.Materials.Update();
            var sacraficialItems = GetSacraficialItems(to);

            Logger.LogVerbose("[ConvertMaterials] Starting Material Counts DeathsBreath={0} {1}={2} {3}={4} SacraficialItems={5}", 
                backpackDeathsBreathAmount, from, backpackFromMaterialAmount, to, backpackToMaterialAmount, sacraficialItems.Count);

            while (CanRun(from, to))
            {
                Inventory.Materials.Update();
                sacraficialItems = GetSacraficialItems(to);               

                var item = sacraficialItems.First();
                var transmuteGroup = new List<ACDItem>
				{
                    Inventory.Backpack.DeathsBreath.First(),
                    item
                };
                sacraficialItems.Remove(item);

                // Make sure we include enough materials by adding multiple stacks if nessesary.
                var materialStacks = Inventory.GetStacksUpToQuantity(Inventory.Backpack.OfType(from), 50).ToList();
                if (materialStacks.Any(m => !m.IsValid || m.IsDisposed) || !item.IsValid || item.IsDisposed)
                {
                    Logger.LogError("[ConvertMaterials] something is terribly wrong our items are not valid");
                    return true;
                }

                transmuteGroup.AddRange(materialStacks);

                await Transmute.Execute(transmuteGroup);
                await Coroutine.Sleep(1500);
                await Coroutine.Yield();

                var newToAmount = Inventory.Backpack.OfType(to).Select(i => i.ItemStackQuantity).Sum();
				if(newToAmount > backpackToMaterialAmount)
				{
					Logger.Log("[ConvertMaterials] Converted materials '{0}' ---> '{1}'", from, to);
					backpackToMaterialAmount = newToAmount;
					backpackFromMaterialAmount = Inventory.Backpack.OfType(from).Select(i => i.ItemStackQuantity).Sum();
					backpackDeathsBreathAmount = Inventory.Backpack.DeathsBreath.Select(i => i.ItemStackQuantity).Sum();
				    ConsecutiveFailures = 0;
				}
				else
				{
				    ConsecutiveFailures++;
				    if (ConsecutiveFailures > 3)
				    {
                        Inventory.InvalidItemDynamicIds.Add(item.ACDGuid);
				    }

					Logger.LogError("[ConvertMaterials] Failed to convert materials");
					return true;
				}
                
                await Coroutine.Sleep(100);
                await Coroutine.Yield();
            }

            Logger.LogVerbose("[ConvertMaterials] Finishing Material Counts DeathsBreath={0} {1}={2} {3}={4} SacraficialItems={5}",
                backpackDeathsBreathAmount, from, backpackFromMaterialAmount, to, backpackToMaterialAmount, sacraficialItems.Count);

            return true;
        }
Esempio n. 39
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        public static List<ACDItem> GetSacraficialItems(InventoryItemType to, bool excludeLegendaryUpgradeRares = false)
        {
            List<ACDItem> sacraficialItems = new List<ACDItem>();

            switch (to)
            {
                case InventoryItemType.ReusableParts:
                    sacraficialItems = GetBackpackItemsOfQuality(new List<ItemQuality>
                    {
                        ItemQuality.Inferior,
                        ItemQuality.Normal,
                        ItemQuality.Superior
                    });
                    break;

                case InventoryItemType.ArcaneDust:
                    sacraficialItems = GetBackpackItemsOfQuality(new List<ItemQuality>
                    {
                        ItemQuality.Magic1,
                        ItemQuality.Magic2,
                        ItemQuality.Magic3
                    });
                    break;

                case InventoryItemType.VeiledCrystal:
                    sacraficialItems = GetBackpackItemsOfQuality(new List<ItemQuality>
                    {
                        ItemQuality.Rare4,
                        ItemQuality.Rare5,
                        ItemQuality.Rare6
                    });
                    break;
            }

            if (excludeLegendaryUpgradeRares)
            {
                var upgradeRares = CubeRaresToLegendary.GetBackPackRares();
                sacraficialItems.RemoveAll(i => upgradeRares.Contains(i));
            }

            sacraficialItems.RemoveAll(i => Inventory.InvalidItemDynamicIds.Contains(i.ACDGuid));
            return sacraficialItems;
        }
Esempio n. 40
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        // todo refactor this to use the timestamp in the shopsterItem
        public bool UpdateShopsterProductTimeStamp(InventoryItemType shopsterItem, DateTime timestamp)
        {
            if (shopsterItem == null)
            {
                throw new ArgumentException("Neither arguments can be null");
            }

            string query = String.Format(
                @" UPDATE ShopsterProduct SET versiondate = '{0:yyyy-MM-dd HH:mm:ss}' where ShopsterId = {1} LIMIT 1;",
                timestamp, shopsterItem.ItemId);

            var sqlCommand = new MySqlCommand(query, _dbConn);
            try
            {
                if (sqlCommand.ExecuteNonQuery() == 1)
                {
                    return true;
                }
                Logger.ErrorFormat(
                    "UpdateShopsterProductTimeStamp(): Attempted to update timestamp but product({0}) wasnt found",
                    shopsterItem.ItemId);
                return false;
            }
            catch (Exception dbEx)
            {
                Logger.ErrorFormat(
                    "UpdateShopsterProductTimeStamp(): Database exception while attempting to update shopsterProduct({0}) with timestamp ({1}). " +
                    dbEx.Message, shopsterItem.ItemId, timestamp);
                return false;
            }
        }
Esempio n. 41
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 public bool InsertProductForUser(ConnectsterUser user, InventoryItemType shopsterProduct,
                                  ShopifyProduct shopifyProduct)
 {
     //TODO: have this take a bool to decide if shopster is master, for now true
     //Todo: have actual dates from Shopster API, when available.
     return InsertProductForUser(user, Convert.ToInt32(shopsterProduct.ItemId), (DateTime.Now.ToUniversalTime()),
                                 (int) shopifyProduct.Id,
                                 ((DateTime) shopifyProduct.Variants[0].UpdatedAt).ToUniversalTime());
 }