Esempio n. 1
0
 public void PurchaseProduct(Product item)
 {
     CurrentMoney -= item.Price;
     if (CurrentMoney > 0)
     {
         foreach (var fe in moneyHandler.ReturnMoney(Pouch, CurrentMoney))
         {
             ToReturn.Add(fe);
         }
         CurrentMoney = 0;
     }
     OnPropertyChanged(nameof(BankFT));
     ((RelayCommand)ProductPurchaseCommand).RaiseCanExecuteChanged();
 }
Esempio n. 2
0
 public void InstallMoney(int money)
 {
     if (ToReturn.Any())
     {
         ToReturn.Clear();
     }
     if (CurrentMoney < 1000)
     {
         CurrentMoney += money;
         moneyHandler.InstallMoney(Pouch, ref _bank, money);
         OnPropertyChanged(nameof(BankFT));
         ((RelayCommand)ProductPurchaseCommand).RaiseCanExecuteChanged();
     }
 }
        static double GetAvgSum(List <int> array, ToReturn Rtrn)
        {
            double sum = 0.0d;
            double avg = 0.0d;


            for (int i = 0; i < array.Count; i++)
            {
                int currValue = array[i];
                sum += currValue;
            }
            avg = sum / (double)array.Count;

            //Return options
            if (Rtrn == ToReturn.Avg)
            {
                return(avg);
            }
            return(sum);
        }
Esempio n. 4
0
    /// <summary>
    /// Gives One Object from pool.
    /// Usage: GameObject FromPool = Pool.GetFromPool();
    /// </summary>
    public GameObject GetFromPool()
    {
        GameObject ToReturn;

        if (Objects.Count > 0)
        {
            //if there is an object in pool
            ToReturn = Objects[0];
            Objects.RemoveAt(0);


            //Dont lose the referance
            //Why? i dont know!
            //nevermind, i deleted it

            ///TODO Maybe we should cashe PoolMember referance?
            //More event thingies YAAAY!!!
            ToReturn.GetComponent <PoolMember>().OnPoolOut();

            //dont lose referance
            ObjectsInUse.Add(ToReturn);

            return(ToReturn);
        }

        if (Original == null)
        {
            Debug.LogError("Object Pool is empty. And we cant Instantiate new poll member because Original is missing. Returning A cube.");
            return(GameObject.CreatePrimitive(PrimitiveType.Cube));
        }

        Debug.LogWarning("Object Pool For " + Original.name + "is empty!" +
                         " Creating a new object and adding to the pool");

        //else then make a new object
        ToReturn = Instantiate(Original);

        //Add PoolMember Script
        ToReturn.AddComponent <PoolMember>();
        //PoolMember pm = ToReturn.AddComponent<PoolMember>();

        //its on the pool
        //pm.OnPoolEnter();

        //aaaand out
        //pm.OnPoolOut();

        //this "if" is for my compiler :] thanks for all the warnings you give me, i can write code more elegantly.
        //Really thanks... Much thanks..
        if (ToReturn != null)
        {
            //dont lose referance
            ObjectsInUse.Add(ToReturn);

            return(ToReturn);
        }


        Debug.LogError("::ERROR WE CANT INSTANTIATE A NEW OBJECT IN POOL." +
                       " WE ARE PRETTY F****D UP RIGHT NOW:::");
        //aaw nevermind i can give him a cube. that will solve it
        return(GameObject.CreatePrimitive(PrimitiveType.Cube));
    }
Esempio n. 5
0
 /// <summary>
 /// The override of the ToString method
 /// </summary>
 /// <returns>Returns the book title and when it's supposed to be returned</returns>
 public override string ToString()
 {
     return(BookCopy.Book.Title + "To be returned: " + ToReturn.ToString());
 }