/// <summary> /// Adding new attributes into database. /// </summary> /// <param name="newAttributes">New attribute entity.</param> /// <returns>ID for created attribute.</returns> public int AddAttribute(AdditionalAttribute newAttributes) { using (PhotoCollectionDatabaseEntities context = new PhotoCollectionDatabaseEntities(_connectionString)) { newAttributes.ID = context.AdditionalAttributes.NextId(p => p.ID); context.AdditionalAttributes.AddObject(newAttributes); context.SaveChanges(); return(newAttributes.ID); } }
protected void OnUpdateNeedAttribute(AdditionalAttribute needAttribute) { for (int index = 0; index < needAttribute.data.Count; index++) { SetGame(NeedAttributeParent, "需要" + DataName.GetDataName(needAttribute.data[index].Type, true), needAttribute.data[index].value.ToString()); } for (int index = 0; index < needAttribute.attribute.Count; index++) { SetGame(NeedAttributeParent, "需要" + DataName.GetAttributeName(needAttribute.attribute[index].Type, true), needAttribute.attribute[index].value.ToString()); } for (int index = 0; index < needAttribute.resistance.Count; index++) { SetGame(NeedAttributeParent, "需要" + DataName.GetResistanceName(needAttribute.resistance[index].Type, true), needAttribute.resistance[index].value.ToString()); } for (int index = 0; index < needAttribute.skill.Count; index++) { SetGame(NeedAttributeParent, "需要" + DataName.GetSkillName(needAttribute.skill[index].Type, true), needAttribute.skill[index].value.ToString()); } }
protected void OnUpdateAttributeGame(AdditionalAttribute baseAttribute) { float _atk = 0; float _maxAtk = 0; for (int index = 0; index < baseAttribute.data.Count; index++) { if (baseAttribute.data[index].Type == (int)DataEnum.Atk) { _atk = baseAttribute.data[index].GetValue(); continue; } else if (baseAttribute.data[index].Type == (int)DataEnum.maxAtk) { _maxAtk = baseAttribute.data[index].GetValue(); continue; } SetGame(AttributeParent, DataName.GetDataName(baseAttribute.data[index].Type, true), GetAttributeString(baseAttribute.data[index].value)); } if (_atk != 0 || _maxAtk != 0) { string str = string.Format("{0}-{1}", _atk, _maxAtk); SetGame(AttributeParent, DataName.GetDataName((int)DataEnum.Atk, true), str); } for (int index = 0; index < baseAttribute.attribute.Count; index++) { SetGame(AttributeParent, DataName.GetAttributeName(baseAttribute.attribute[index].Type, true), GetAttributeString(baseAttribute.attribute[index].value)); } for (int index = 0; index < baseAttribute.resistance.Count; index++) { SetGame(AttributeParent, DataName.GetResistanceName(baseAttribute.resistance[index].Type, true), GetAttributeString(baseAttribute.resistance[index].value)); } for (int index = 0; index < baseAttribute.skill.Count; index++) { SetGame(AttributeParent, DataName.GetSkillName(baseAttribute.skill[index].Type, true), GetAttributeString(baseAttribute.skill[index].value)); } }
static public void UpdateAdditional(this BaseAttribute data, BaseAttribute _base, AdditionalAttribute Additional) { for (int i = 0; i < Additional.data.Count; i++) { data[Additional.data[i].Type] += (int)Additional.data[i].GetValue(_base); } for (int i = 0; i < Additional.attribute.Count; i++) { data[(AttributeEnum)Additional.attribute[i].Type] += (int)Additional.attribute[i].GetValue(_base); } for (int i = 0; i < Additional.resistance.Count; i++) { data[(ResistanceEnum)Additional.resistance[i].Type] += (int)Additional.resistance[i].GetValue(_base); } for (int i = 0; i < Additional.skill.Count; i++) { data[(skillEnum)Additional.resistance[i].Type] += (int)Additional.skill[i].GetValue(_base); } }
public void SetNeedAttribute(List <float[]> data) { needAttribute = new AdditionalAttribute(data); }
public void SetBaseAttribute(List <float[]> data) { baseAttribute = new AdditionalAttribute(data); }
void SetAdditionalAttribute(List <float[]> data) { additionalAttribute = new AdditionalAttribute(data); }