/// <summary> /// Constructeur par défaut /// </summary> public ArmyUnityFigurine() : base() { m_Figurine = null; m_ArmyUnity = null; m_Rank = null; }
/// <summary> /// Constructeur spécifique /// </summary> /// <param name="Id">Identifiant du ArmyUnityFigurine</param> /// <param name="Army">Army de ce ArmyUnityFigurine</param> /// <param name="Figurine">Figurine de ce ArmyUnityFigurine</param> /// <param name="Rank">Rank de ce ArmyUnityFigurine</param> public ArmyUnityFigurine(int Id, ArmyUnity ArmyUnity, Figurine Figurine, CharactRank Rank) : this() { DefinirId(Id); this.Figurine = Figurine; this.ArmyUnity = ArmyUnity; this.Rank = Rank; }
public IEnumerable <ArmyUnity> EnumererArmyUnity(MyDB.CodeSql ValeurSouhaitee, MyDB.CodeSql ClauseJoin, MyDB.CodeSql ClauseWhere, MyDB.CodeSql ClauseOrderBy) { if (ClauseWhere == null) { ClauseWhere = MyDB.CodeSql.Vide; } if (ClauseOrderBy == null) { ClauseOrderBy = MyDB.CodeSql.Vide; } if (ClauseJoin == null) { ClauseJoin = MyDB.CodeSql.Vide; } if (ValeurSouhaitee == null) { ValeurSouhaitee = new MyDB.CodeSql("*"); } return(ArmyUnity.Enumerer(m_BD, m_BD.Enumerer("SELECT {0} FROM {1} {2} {3} {4}", ValeurSouhaitee, c_NomTable_ArmyUnity, ClauseJoin, ClauseWhere, ClauseOrderBy))); }
private void z_buttonAjoutArmee_Click(object sender, EventArgs e) { Scenario_Camp SC = new Scenario_Camp(); SC = Program.GMBD.EnumererScenarioCamp(null, null, new MyDB.CodeSql("WHERE sca_fk_scenario_id = {0} AND sca_fk_camp_id = {1}", z_listeDeroulanteScenario.ScenarioSelectionnee.Id, z_listeDeroulanteCamp.CampSelectionnee.Id), null).FirstOrDefault(); if (SC != null) { m_Army = new Army(); m_Army.Name = z_textBoxName.Text; m_Army.ScenarioCamp = SC; m_Army.Utilisateur = Utilisateur; m_Army.PointsMaximum = Convert.ToInt32(z_textBoxPointsMax.Text); Army ArmyExiste = null; ArmyExiste = Program.GMBD.EnumererArmy(null, null, new MyDB.CodeSql("WHERE ar_name = {0}", m_Army.Name), null).FirstOrDefault(); if (ArmyExiste == null) { if (m_Army.Enregistrer(Program.GMBD.BD, m_Army)) { m_ArmyUnity = new ArmyUnity(); m_ArmyUnity.Army = m_Army; m_ArmyUnity.Enregistrer(Program.GMBD.BD, m_ArmyUnity); /*m_ArmyUnity = Program.GMBD.EnumererArmyUnity(null, * null, * new MyDB.CodeSql("WHERE aru_army_id = {0}", m_Army.Id), * null).FirstOrDefault();*/ } // Validation OK } else { // faire qqch } } }
/// <summary> /// Constructeur par défaut /// </summary> public ArmyUnityStuff() : base() { m_ArmyUnity = null; m_Stuff = null; }
/// <summary> /// Constructeur spécifique /// </summary> /// <param name="Id">ID de la table ArmyUnityStuff</param> /// <param name="Stuff">Stuff de ce ArmyUnityStuff</param> /// <param name="ArmyUnity">ArmyUnity de ce ArmyUnityStuff</param> public ArmyUnityStuff(int Id, Stuff Stuff, ArmyUnity ArmyUnity) : this() { DefinirId(Id); this.Stuff = Stuff; this.ArmyUnity = ArmyUnity; }