/// <summary> /// Constructor by values /// </summary> /// <param name="ID"></param> /// <param name="Count"></param> /// <param name="OverlayFileRID"></param> /// <param name="NameRID"></param> /// <param name="Flags"></param> /// <param name="LightFlags"></param> /// <param name="LightIntensity"></param> /// <param name="LightColor"></param> /// <param name="FirstAnimationType"></param> /// <param name="ColorTranslation"></param> /// <param name="Effect"></param> /// <param name="Animation"></param> /// <param name="SubOverlays"></param> /// <param name="HasLight"></param> public ObjectBase( uint ID, uint Count, uint OverlayFileRID, uint NameRID, uint Flags, ushort LightFlags, byte LightIntensity, ushort LightColor, AnimationType FirstAnimationType, byte ColorTranslation, byte Effect, Animation Animation, IEnumerable <SubOverlay> SubOverlays, bool HasLight = true) : base(ID, Count) { // with light ? hasLight = HasLight; // basic overlayFileRID = OverlayFileRID; nameRID = NameRID; flags.Value = Flags; // light lightFlags = LightFlags; lightIntensity = LightIntensity; lightColor = LightColor; // first animation: colortranslation or effect firstAnimationType = FirstAnimationType; colorTranslation = ColorTranslation; effect = Effect; // special handling for secondtrans if (flags.Drawing == ObjectFlags.DrawingType.SecondTrans) { colorTranslation = ColorTransformation.FILTERWHITE90; foreach (SubOverlay subOv in SubOverlays) { subOv.ColorTranslation = ColorTransformation.FILTERWHITE90; } } // animation animation = Animation; animation.PropertyChanged += OnAnimationPropertyChanged; // suboverlays subOverlays.AddRange(SubOverlays); // attach listeners last (no need to refresh in contructor) subOverlays.ListChanged += OnSubOverlaysListChanged; flags.PropertyChanged += OnFlagsPropertyChanged; }
public DiplomacyInfo(IEnumerable <GuildEntry> Guilds, IEnumerable <ObjectID> YouDeclaredAllyList, IEnumerable <ObjectID> YouDeclaredEnemyList, IEnumerable <ObjectID> DeclaredYouAllyList, IEnumerable <ObjectID> DeclaredYouEnemyList) { guilds.AddRange(Guilds); youDeclaredAllyList.AddRange(YouDeclaredAllyList); youDeclaredEnemyList.AddRange(YouDeclaredEnemyList); declaredYouAllyList.AddRange(DeclaredYouAllyList); declaredYouEnemyList.AddRange(DeclaredYouEnemyList); }
public static async void CollectionsToList() { await Task.Run(() => { BaseList.Clear(); BaseList.AddRange(KingdomList); BaseList.AddRange(MonarchyList); BaseList.AddRange(RepublicList); }); }
public void Commit() { BaseList.AddRange(_toAdd); BaseList.RemoveAll(x => _toDelete.Any(y => y.TransactionalListEquals(x))); foreach (var item in _toUpdate) { var ind = BaseList.FindIndex(x => x.TransactionalListEquals(item)); BaseList[ind] = item; } _toAdd.Clear(); _toDelete.Clear(); _toUpdate.Clear(); }
public void Commit() { if (_updateAction == null) { throw new InvalidOperationException("Update action cannot be null."); } BaseList.AddRange(_toAdd); BaseList.RemoveAll(x => _toDelete.Any(y => y.TransactionalListEquals(x))); foreach (var item in _toUpdate) { var baseItem = BaseList.Single(x => x.TransactionalListEquals(item)); _updateAction(baseItem, item); } _toAdd.Clear(); _toDelete.Clear(); _toUpdate.Clear(); }
/// <summary> /// Constructor by values /// </summary> public AdminInfoObject(uint ID, string ClassName, IEnumerable <AdminInfoProperty> Properties) { id = ID; className = ClassName; properties.AddRange(Properties); }
public GuildHallsInfo(IEnumerable <GuildHall> GuildHalls) { guildHalls.AddRange(GuildHalls); }
public WelcomeInfo(IEnumerable <CharSelectItem> Characters, IEnumerable <CharSelectAd> Ads, string MOTD) { characters.AddRange(Characters); ads.AddRange(Ads); motd = MOTD; }