public void Decoratot() { // 可參考PaymentController SetPayDataStatusToPayment var person = new Person("小菜"); Console.WriteLine($"第一種裝扮"); var pqx = new Sneakers(); var kk = new Trousers(); var dtx = new TShirts(); pqx.Decorate(person); kk.Decorate(pqx); dtx.Decorate(kk); dtx.Show(); Console.WriteLine($"第二種裝扮"); var px = new LeatherShoes(); var ld = new Tie(); var xz = new BusinessSuit(); px.Decorate(person); ld.Decorate(px); xz.Decorate(ld); xz.Show(); }
public void StorageAndItem_MaxSlotsInventoryNotOverridden_ItemAmountIsTwo() { IContainer FirstTrousers = new Trousers(); IChronic GanjaTest = new MasterKush(); IChronic GanjaTest2 = new MasterKush(); IChronic GanjaTest3 = new MasterKush(); FirstTrousers.Add((IItem)GanjaTest); FirstTrousers.Add((IItem)GanjaTest2); FirstTrousers.Add((IItem)GanjaTest3); // Trousers only have 2 item slots, so should always assert to 2, the 3rd one will not be added. Assert.IsTrue(FirstTrousers.ItemAmount == 2); }
public void Decoratot() { var person = new Person("小菜"); // 第一種裝扮 var pqx = new Sneakers(); var kk = new Trousers(); var dtx = new TShirts(); pqx.Decorate(person); kk.Decorate(pqx); dtx.Decorate(kk); dtx.Show(); }
private void button1_Click(object sender, EventArgs e) { bool pockets, twists, arrows, holes; pockets = chbPockets.Checked; twists = chbTwists.Checked; arrows = chbArrows.Checked; holes = chbHoles.Checked; object[] value = Form1.GetCommonData(txtName, txtCloth, txtPrice, txtLength, cmbColor); if (value != null) { Trousers top = new Trousers(pockets, twists, arrows, holes, (string)value[0], (string)value[1], (int)value[2], (double)value[3], (CatalogItem.TColor)value[4]); Add_Display(top, ObjectIndex); this.Close(); } }
public void SpawnItem() { var chance = 0; chance = random.Next(0, 6); switch (chance) { case 0: Sword sword = new Sword(); sword.Initialization(); inventory.Add(sword); break; case 1: Stick stick = new Stick(); stick.Initialization(); inventory.Add(stick); break; case 2: Hat hat = new Hat(); hat.Initialization(); inventory.Add(hat); break; case 3: Bib bib = new Bib(); bib.Initialization(); inventory.Add(bib); break; case 4: Trousers trousers = new Trousers(); trousers.Initialization(); inventory.Add(trousers); break; case 5: Boots boots = new Boots(); boots.Initialization(); inventory.Add(boots); break; } }
public void StorageAndItem_GrowAndSellToShop_ShopItemAmountIncrease() { IContainer FirstTrousers = new Trousers(); IChronic GanjaTest = new MasterKush(); IContainer MasonJar = new SmallMasonJar(); for (int i = 0; i < GanjaTest.SeedingAge; i++) { GanjaTest.Grow(Water.Low, Light.None, Food.None); } for (int i = 0; i < GanjaTest.FloweringAge; i++) { GanjaTest.Grow(Water.Low, Light.Spring, Food.None); } for (int i = 0; i < 20; i++) { GanjaTest.Grow(Water.Medium, Light.Summer, Food.None); } IChronic SellTest = GanjaTest.Harvest().Harvest; for (int i = 0; i < SellTest.DryingAge; i++) { SellTest.Dry(); } SellTest.Weck(); for (int i = 0; i < 14; i++) { SellTest.Cure(MasonJar); } SellTest.Finish(); FirstTrousers.Add((IItem)SellTest); IShop shop = new Shop(); shop.Sell((IItem)SellTest); Assert.IsTrue(shop.ItemAmount == 1); }
public List <Trousers> showTrousers() { List <Trousers> trousersList = new List <Trousers>(); Connection(); SqlDataReader reader; //Creating an instance of SqlCommand SqlCommand cmd; //Intialising SqlCommand cmd = new SqlCommand("uspShowAllTrousers", conn); cmd.CommandType = CommandType.StoredProcedure; try { conn.Open(); reader = cmd.ExecuteReader(); while (reader.Read()) { Trousers trousers = new Trousers(); trousers.ProductId = reader["TrousersID"].ToString(); trousers.ProductName = reader["TrousersName"].ToString(); trousers.ProductDescription = reader["TrousersDescription"].ToString(); trousers.ProductPricePerUnit = decimal.Parse(reader["TrousersPricePerUnit"].ToString()); trousers.ProductQuantity = int.Parse(reader["TrousersQuantity"].ToString()); trousers.ProductSize = reader["TrousersSize"].ToString(); trousers.ProductColour = reader["TrouserColour"].ToString(); trousers.TrouserImage = (byte[])reader["TrouserImage"]; trousersList.Add(trousers); } } catch (Exception ex) { message = ex.Message; } finally { conn.Close(); } return(trousersList); }
public void StorageAndItem_MasterKushAddToInventory_ItemAmountIncrease() { IContainer FirstTrousers = new Trousers(); IChronic GanjaTest = new MasterKush(); IContainer MasonJar = new SmallMasonJar(); for (int i = 0; i < GanjaTest.SeedingAge; i++) { GanjaTest.Grow(Water.Low, Light.None, Food.None); } for (int i = 0; i < GanjaTest.FloweringAge; i++) { GanjaTest.Grow(Water.Low, Light.Spring, Food.None); } for (int i = 0; i < 20; i++) { GanjaTest.Grow(Water.Medium, Light.Summer, Food.None); } var InventoryTestResult = GanjaTest.Harvest().Harvest; for (int i = 0; i < InventoryTestResult.DryingAge; i++) { InventoryTestResult.Dry(); } InventoryTestResult.Weck(); for (int i = 0; i < 14; i++) { InventoryTestResult.Cure(MasonJar); } InventoryTestResult.Finish(); FirstTrousers.Add(InventoryTestResult); Assert.IsTrue(FirstTrousers.ItemAmount == 1); Assert.IsInstanceOfType(InventoryTestResult, typeof(IChronic)); }
public void new_pants_product(int _pants_category) { _pants_category = 0; _pants_category = rnd.Next(1, 5); if (_pants_category == 1) { Cargo cargo = new Cargo(); } else if (_pants_category == 2) { Chinos chinos = new Chinos(); } else if (_pants_category == 3) { Denim denim = new Denim(); } else if (_pants_category == 4) { Trousers trousers = new Trousers(); } }
public Client(ClothesFactory factory) { _shirt = factory.CreateShirt(); _trousers = factory.CreateTrousers(); _eyewear = factory.CreateEyewear(); }
public Client(clothesFactory factory) { _shirt = factory.CreateShirt(); _trousers = factory.CreateTrousers(); }
static void Main(string[] args) { Console.WriteLine("Hello World!"); PersonOne personOne = new PersonOne() { Name = "小黑" }; personOne.Show(); Console.WriteLine(); SuitPersonOne suitPersonOne = new SuitPersonOne() { Name = "小黑" }; suitPersonOne.Show(); Console.WriteLine(); TShirtPersonOne shirtPersonOne = new TShirtPersonOne() { Name = "小黑" }; shirtPersonOne.Show(); Console.WriteLine(); Console.WriteLine(); Console.WriteLine("=============================="); // 首先要有打扮的人 AbstractPerson xiaoXin = new Person() { Name = "小新" }; // 然后准备要穿的衣服 Finery personWithSuit = new Suit(); // 西装 Finery personWithTie = new Tie(); // 领带 Finery personWithTrousers = new Trousers(); // 长裤 Finery personWithLeather = new Leather(); // 皮鞋 // 最后按顺序把衣服穿上 // 先穿裤子 personWithTrousers.SetPerson(xiaoXin); // 再让穿裤子的小新穿西装 personWithSuit.SetPerson(personWithTrousers); // 最后把鞋子领带都穿上 personWithTie.SetPerson(personWithSuit); personWithLeather.SetPerson(personWithTie); // 照下镜子 personWithLeather.Show(); Console.WriteLine(); Console.WriteLine("=============================="); AbstractPerson xiaoHei = new Person() { Name = "小黑" }; Finery personWithTShirt = new TShirt(); // 大t恤 Finery personWithSneaker = new Sneaker(); // 网鞋 personWithTShirt.SetPerson(xiaoHei); personWithSneaker.SetPerson(personWithTShirt); personWithSneaker.Show(); Console.ReadKey(); }
public Item GenerateItem(CraftableItem mould) { if (CanCraftItem(mould)) { if (mould.MyCraftedItemType == CraftedItemType.WEAPON) { Weapon ret = null; switch ((mould as CraftedWeapon).tarType) { case (WeaponType.RECURVEBOW): ret = new RecurveBow(ALib); break; case (WeaponType.SWORD): ret = new Sword(ALib); break; case (WeaponType.CENSER): ret = new Censer(ALib); break; case (WeaponType.STAFF): ret = new Staff(ALib); break; case (WeaponType.SACRIFICIALKNIFE): ret = new SacrificialKnife(ALib); break; case (WeaponType.VESSEL): ret = new Vessel(ALib); break; } ret.CopyStats(mould as CraftedWeapon); Player_Accessor_Script.SkillsScript.AddExperience(mould.RequiredProfession, mould.RewardedExp); return(ret); } else if (mould.MyCraftedItemType == CraftedItemType.ARMOR) { Armor ret = null; switch ((mould as CraftedArmor).tarType) { case (ArmorType.CHESTPLATE): ret = new Chestplate(); ret.MyItemType = ItemType.CHESTPLATE; break; case (ArmorType.PLATELEGS): ret = new Platelegs(); ret.MyItemType = ItemType.PLATELEGS; break; case (ArmorType.HELMET): ret = new Helmet(); ret.MyItemType = ItemType.HELMET; break; case (ArmorType.CHESTGUARD): ret = new Chestguard(); ret.MyItemType = ItemType.CHESTGUARD; break; case (ArmorType.CHAPS): ret = new Chaps(); ret.MyItemType = ItemType.CHAPS; break; case (ArmorType.COIF): ret = new Coif(); ret.MyItemType = ItemType.COIF; break; case (ArmorType.ROBE): ret = new Robe(); ret.MyItemType = ItemType.ROBE; break; case (ArmorType.TROUSERS): ret = new Trousers(); ret.MyItemType = ItemType.TROUSERS; break; case (ArmorType.HAT): ret = new Hat(); ret.MyItemType = ItemType.HAT; break; } ret.CopyStats(mould as CraftedArmor); Player_Accessor_Script.SkillsScript.AddExperience(mould.RequiredProfession, mould.RewardedExp); return(ret); } else if (mould.MyCraftedItemType == CraftedItemType.REAGENT) { print("Reagent Type: " + mould.ItemName); Reagent newReagent = new Reagent(); newReagent.ReagentName = mould.ItemName; newReagent.ReagentQuantity = 1; newReagent.ReagentSprite = mould.SpritePath; Player_Accessor_Script.InventoryScript.AddResourceType(newReagent, newReagent.ReagentQuantity); Player_Accessor_Script.SkillsScript.AddExperience(mould.RequiredProfession, mould.RewardedExp); } else { print("Unknown crafting type"); } } return(null); }