public Boolean LoadChars() { if (db.IsConnected) { DatabaseDataContext data = new UOData.DatabaseDataContext(); string query = "SELECT player.id, mobile.name, mobile.model, mobile.direction, mobile.notoriety, mobile.x, mobile.y, mobile.z FROM mobile INNER JOIN player ON (mobile.id = player.mobile_id) WHERE mobile.account_id = " + AccountID + ";"; var players = from pl in data.players where pl.account_id == AccountID select pl; foreach (var pl in players) { var chars = from ch in data.mobiles where ch.id == pl.mobile_id select ch; foreach (var ch in chars) { CharList.Add(new Character() { Uid = ch.id, Name = ch.name, CharModel = (short)ch.model, Direction = (byte)ch.direction, Notoriety = (short)ch.notoriety, X = (short)ch.x, Y = (short)ch.y, Z = (byte)ch.z, Password = m_Password }); } } MySqlDataReader result = db.ExecuteQuery(query); if (result.HasRows) { while (result.Read()) { Character temp = new Character(); temp.Uid = Int32.Parse(result.GetValue(0).ToString()); temp.Name = result.GetValue(1).ToString(); temp.CharModel = Int16.Parse(result.GetValue(2).ToString()); temp.Direction = Byte.Parse(result.GetValue(3).ToString()); temp.Notoriety = short.Parse(result.GetValue(4).ToString()); temp.X = Int16.Parse(result.GetValue(5).ToString()); temp.Y = Int16.Parse(result.GetValue(6).ToString()); temp.Z = Byte.Parse(result.GetValue(7).ToString()); temp.Password = m_Password; CharList.Add(temp); } return(true); } } return(false); CharList = new List <Character>(); Character temp1 = new Character(); temp1.Name = "metal"; temp1.Password = "******"; CharList.Add(temp1); return(true); }
protected override bool ReadBody(ISourceStream source, CompoundTokenDetails details) { int start = source.PreviewPosition; bool allowEscapes = details.IsSet((short)IdOptions.AllowsEscapes); CharList outputChars = new CharList(); while (!source.EOF()) { char current = source.PreviewChar; if (Grammar.IsWhitespaceOrDelimiter(current)) { break; } if (allowEscapes && current == this.EscapeChar) { current = ReadUnicodeEscape(source, details); //We need to back off the position. ReadUnicodeEscape sets the position to symbol right after escape digits. //This is the char that we should process in next iteration, so we must backup one char, to pretend the escaped // char is at position of last digit of escape sequence. source.PreviewPosition--; if (details.Error != null) { return(false); } } //Check if current character is OK if (!CharOk(current, source.PreviewPosition == start)) { break; } //Check if we need to skip this char #if NETSTANDARD UnicodeCategory currCat = CharUnicodeInfo.GetUnicodeCategory(current); #else UnicodeCategory currCat = char.GetUnicodeCategory(current); //I know, it suxx, we do it twice, fix it later #endif if (!this.CharsToRemoveCategories.Contains(currCat)) { outputChars.Add(current); //add it to output (identifier) } source.PreviewPosition++; }//while if (outputChars.Count == 0) { return(false); } //Convert collected chars to string details.Body = new string(outputChars.ToArray()); if (!CheckCaseRestriction(details.Body)) { return(false); } return(!string.IsNullOrEmpty(details.Body)); }
/// <summary> /// Adds a new character to TCTData.Data.CharList and invokes CharacterAddedEvent /// </summary> /// <param name="character">Character to be added (if not existing)</param> public static void AddCharacter(Character character) { bool found = false; foreach (var cl in CharList) { if (cl.Name == character.Name) { found = true; cl.Laurel = character.Laurel; cl.Level = character.Level; cl.CharClass = character.CharClass; cl.GuildId = character.GuildId; cl.LocationId = character.LocationId; cl.LastOnline = character.LastOnline; cl.AccountId = character.AccountId; cl.Position = character.Position; break; } } if (!found) { // add char to chList CharList.Add(character); // check for TC int tc = 1; if (AccountList.Find(a => a.Id == character.AccountId).TeraClub) { tc = 2; } // initialize dungeons for (int j = 0; j < DungList.Count; j++) { if (DungList[j].ShortName == "AH" || DungList[j].ShortName == "EA" || DungList[j].ShortName == "GL" || DungList[j].ShortName == "CA") { CharList.Last().Dungeons.Add(new CharDungeon(DungList[j].ShortName, DungList[j].MaxBaseRuns, 0)); } else { CharList.Last().Dungeons.Add(new CharDungeon(DungList[j].ShortName, DungList[j].MaxBaseRuns * tc, 0)); } } // create and add strip to list CharacterAddedEvent.Invoke(CharList.Count - 1); //UI.MainWin.CreateStrip(CharList.Count - 1); } }
protected override bool ReadBody(ISourceStream source, ScanDetails details) { int start = source.Position; bool allowEscapes = !details.IsSet(ScanFlags.DisableEscapes); CharList outputChars = new CharList(); while (!source.EOF()) { char current = source.CurrentChar; if (_terminators.IndexOf(current) >= 0) { break; } if (allowEscapes && current == this.EscapeChar) { current = ReadUnicodeEscape(source, details); //We need to back off the position. ReadUnicodeEscape sets the position to symbol right after escape digits. //This is the char that we should process in next iteration, so we must backup one char, to pretend the escaped // char is at position of last digit of escape sequence. source.Position--; if (details.HasError()) { return(false); } } //Check if current character is OK if (!CharOk(current, source.Position == start)) { break; } //Check if we need to skip this char UnicodeCategory currCat = char.GetUnicodeCategory(current); //I know, it suxx, we do it twice, fix it later if (!this.CharsToRemoveCategories.Contains(currCat)) { outputChars.Add(current); //add it to output (identifier) } source.Position++; }//while if (outputChars.Count == 0) { return(false); } //Convert collected chars to string details.Body = new string(outputChars.ToArray()); return(!string.IsNullOrEmpty(details.Body)); }
static void Main(string[] args) { CharList <char> charList = new CharList <char>(); charList.Add('m'); charList.Add('g'); charList.Add('s'); charList.Add('@'); charList.Add('$'); charList.Add('3'); charList.DeleteMoreThanA(); }
static void Main(string[] args) { IntList list = new IntList(); CharList clist = new CharList(); clist.Add('B'); int i = 100; list.Add(i); string value = list[0].ToString(); //使用泛型,编译出错,提示类型转换不对 string charValue = clist[0].ToString(); //使用泛型,编译出错,提示类型转换不对 Console.WriteLine("value {0} + charValue {1}", value, charValue); Console.ReadKey(); }
//文字を追加 protected virtual void AddCharData(CharData data) { CharList.Add(data); PoolList.Add(data); parsingInfo.ClearOnNextChar(); }
//Constructor public HiraAlphabet() { CharList.Add(new JapChar("a", "あ", "a", "vowel")); CharList.Add(new JapChar("i", "い", "i", "vowel")); CharList.Add(new JapChar("u", "う", "u", "vowel")); CharList.Add(new JapChar("e", "え", "e", "vowel")); CharList.Add(new JapChar("o", "お", "o", "vowel")); CharList.Add(new JapChar("ka", "か", "a", "k")); CharList.Add(new JapChar("ki", "き", "i", "k")); CharList.Add(new JapChar("ku", "く", "u", "k")); CharList.Add(new JapChar("ke", "け", "e", "k")); CharList.Add(new JapChar("ko", "こ", "o", "k")); CharList.Add(new JapChar("ga", "が", "a", "g")); CharList.Add(new JapChar("gi", "ぎ", "i", "g")); CharList.Add(new JapChar("gu", "ぐ", "u", "g")); CharList.Add(new JapChar("ge", "げ", "e", "g")); CharList.Add(new JapChar("go", "ご", "o", "g")); CharList.Add(new JapChar("ta", "た", "a", "t")); CharList.Add(new JapChar("chi", "ち", "i", "t")); CharList.Add(new JapChar("tsu", "つ", "u", "t")); CharList.Add(new JapChar("te", "て", "e", "t")); CharList.Add(new JapChar("to", "と", "o", "t")); CharList.Add(new JapChar("da", "だ", "a", "d")); CharList.Add(new JapChar("ji", "ぢ", "i", "d")); CharList.Add(new JapChar("zu", "づ", "u", "d")); CharList.Add(new JapChar("de", "で", "e", "d")); CharList.Add(new JapChar("do", "ど", "o", "d")); CharList.Add(new JapChar("sa", "さ", "a", "s")); CharList.Add(new JapChar("shi", "し", "i", "s")); CharList.Add(new JapChar("su", "す", "u", "s")); CharList.Add(new JapChar("se", "せ", "e", "s")); CharList.Add(new JapChar("so", "そ", "o", "s")); CharList.Add(new JapChar("za", "ざ", "a", "z")); CharList.Add(new JapChar("ji", "じ", "i", "z")); CharList.Add(new JapChar("zu", "ず", "u", "z")); CharList.Add(new JapChar("ze", "ぜ", "e", "z")); CharList.Add(new JapChar("zo", "ぞ", "o", "z")); CharList.Add(new JapChar("na", "な", "a", "n")); CharList.Add(new JapChar("ni", "に", "i", "n")); CharList.Add(new JapChar("nu", "ぬ", "u", "n")); CharList.Add(new JapChar("ne", "ね", "e", "n")); CharList.Add(new JapChar("no", "の", "o", "n")); CharList.Add(new JapChar("ha", "は", "a", "h")); CharList.Add(new JapChar("hi", "ひ", "i", "h")); CharList.Add(new JapChar("fu", "ふ", "u", "h")); CharList.Add(new JapChar("he", "へ", "e", "h")); CharList.Add(new JapChar("ho", "ほ", "o", "h")); CharList.Add(new JapChar("ba", "ば", "a", "b")); CharList.Add(new JapChar("bi", "び", "i", "b")); CharList.Add(new JapChar("bu", "ぶ", "u", "b")); CharList.Add(new JapChar("be", "べ", "e", "b")); CharList.Add(new JapChar("bo", "ぼ", "o", "b")); CharList.Add(new JapChar("pa", "ぱ", "a", "p")); CharList.Add(new JapChar("pi", "ぴ", "i", "p")); CharList.Add(new JapChar("pu", "ぷ", "u", "p")); CharList.Add(new JapChar("pe", "ぺ", "e", "p")); CharList.Add(new JapChar("po", "ぽ", "o", "p")); CharList.Add(new JapChar("ma", "ま", "a", "m")); CharList.Add(new JapChar("mi", "み", "i", "m")); CharList.Add(new JapChar("mu", "む", "u", "m")); CharList.Add(new JapChar("me", "め", "e", "m")); CharList.Add(new JapChar("mo", "も", "o", "m")); CharList.Add(new JapChar("ya", "や", "a", "y")); CharList.Add(new JapChar("yu", "ゆ", "u", "y")); CharList.Add(new JapChar("yo", "よ", "o", "y")); CharList.Add(new JapChar("wa", "わ", "a", "w")); CharList.Add(new JapChar("n", "ん", "u", "w")); CharList.Add(new JapChar("wo", "を", "o", "w")); CharList.Add(new JapChar("ra", "ら", "a", "r")); CharList.Add(new JapChar("ri", "り", "i", "r")); CharList.Add(new JapChar("ru", "る", "u", "r")); CharList.Add(new JapChar("re", "れ", "e", "r")); CharList.Add(new JapChar("ro", "ろ", "o", "r")); }
//Constructor public KataAlphabet() { CharList.Add(new JapChar("a", "ア", "a", "vowel")); CharList.Add(new JapChar("i", "イ", "i", "vowel")); CharList.Add(new JapChar("u", "ウ", "u", "vowel")); CharList.Add(new JapChar("e", "エ", "e", "vowel")); CharList.Add(new JapChar("o", "オ", "o", "vowel")); CharList.Add(new JapChar("ka", "カ", "a", "k")); CharList.Add(new JapChar("ki", "キ", "i", "k")); CharList.Add(new JapChar("ku", "ク", "u", "k")); CharList.Add(new JapChar("ke", "ケ", "e", "k")); CharList.Add(new JapChar("ko", "コ", "o", "k")); CharList.Add(new JapChar("ga", "ガ", "a", "g")); CharList.Add(new JapChar("gi", "ギ", "i", "g")); CharList.Add(new JapChar("gu", "グ", "u", "g")); CharList.Add(new JapChar("ge", "ゲ", "e", "g")); CharList.Add(new JapChar("go", "ゴ", "o", "g")); CharList.Add(new JapChar("ta", "タ", "a", "t")); CharList.Add(new JapChar("chi", "チ", "i", "t")); CharList.Add(new JapChar("tsu", "ツ", "u", "t")); CharList.Add(new JapChar("te", "テ", "e", "t")); CharList.Add(new JapChar("to", "ト", "o", "t")); CharList.Add(new JapChar("da", "ダ", "a", "d")); CharList.Add(new JapChar("ji", "ヂ", "i", "d")); CharList.Add(new JapChar("zu", "ヅ", "u", "d")); CharList.Add(new JapChar("de", "デ", "e", "d")); CharList.Add(new JapChar("do", "ド", "o", "d")); CharList.Add(new JapChar("sa", "サ", "a", "s")); CharList.Add(new JapChar("shi", "シ", "i", "s")); CharList.Add(new JapChar("su", "ス", "u", "s")); CharList.Add(new JapChar("se", "セ", "e", "s")); CharList.Add(new JapChar("so", "ソ", "o", "s")); CharList.Add(new JapChar("za", "ザ", "a", "z")); CharList.Add(new JapChar("ji", "ジ", "i", "z")); CharList.Add(new JapChar("zu", "ズ", "u", "z")); CharList.Add(new JapChar("ze", "ゼ", "e", "z")); CharList.Add(new JapChar("zo", "ゾ", "o", "z")); CharList.Add(new JapChar("na", "ナ", "a", "n")); CharList.Add(new JapChar("ni", "ニ", "i", "n")); CharList.Add(new JapChar("nu", "ヌ", "u", "n")); CharList.Add(new JapChar("ne", "ネ", "e", "n")); CharList.Add(new JapChar("no", "ノ", "o", "n")); CharList.Add(new JapChar("ha", "ハ", "a", "h")); CharList.Add(new JapChar("hi", "ヒ", "i", "h")); CharList.Add(new JapChar("fu", "フ", "u", "h")); CharList.Add(new JapChar("he", "ヘ", "e", "h")); CharList.Add(new JapChar("ho", "ホ", "o", "h")); CharList.Add(new JapChar("ba", "バ", "a", "b")); CharList.Add(new JapChar("bi", "ビ", "i", "b")); CharList.Add(new JapChar("bu", "ブ", "u", "b")); CharList.Add(new JapChar("be", "ベ", "e", "b")); CharList.Add(new JapChar("bo", "ボ", "o", "b")); CharList.Add(new JapChar("pa", "パ", "a", "p")); CharList.Add(new JapChar("pi", "ピ", "i", "p")); CharList.Add(new JapChar("pu", "プ", "u", "p")); CharList.Add(new JapChar("pe", "ペ", "e", "p")); CharList.Add(new JapChar("po", "ポ", "o", "p")); CharList.Add(new JapChar("ma", "マ", "a", "m")); CharList.Add(new JapChar("mi", "ミ", "i", "m")); CharList.Add(new JapChar("mu", "ム", "u", "m")); CharList.Add(new JapChar("me", "メ", "e", "m")); CharList.Add(new JapChar("mo", "モ", "o", "m")); CharList.Add(new JapChar("ya", "ヤ", "a", "y")); CharList.Add(new JapChar("yu", "ユ", "u", "y")); CharList.Add(new JapChar("yo", "ヨ", "o", "y")); CharList.Add(new JapChar("wa", "ワ", "a", "w")); CharList.Add(new JapChar("n", "ン", "u", "w")); CharList.Add(new JapChar("wo", "ヲ", "o", "w")); CharList.Add(new JapChar("ra", "ラ", "a", "r")); CharList.Add(new JapChar("ri", "リ", "i", "r")); CharList.Add(new JapChar("ru", "ル", "u", "r")); CharList.Add(new JapChar("re", "レ", "e", "r")); CharList.Add(new JapChar("ro", "ロ", "o", "r")); }