public async Task <ActionResult <Idols> > PostIdols(Idols idols) { _context.Idols.Add(idols); await _context.SaveChangesAsync(); return(CreatedAtAction("GetIdols", new { id = idols.ID }, idols)); }
public async Task <IActionResult> Edit(int id, [Bind("ID,Name,Image,Description,Gender,Phone,Email,Status,Price,Star")] Idols idol) { if (id != idol.ID) { return(NotFound()); } if (ModelState.IsValid) { try { _context.Update(idol); await _context.SaveChangesAsync(); } catch (DbUpdateConcurrencyException) { if (!IdolExists(idol.ID)) { return(NotFound()); } else { throw; } } return(RedirectToAction(nameof(Index))); } return(View(idol)); }
public async Task <int> SaveIdolsAsync(IEnumerable <Idol> idols) { var idolDictionary = idols.ToDictionary(_ => _.Id); var dbIdols = await Idols.ToDictionaryAsync(_ => _.Id); var c = 0; foreach (var kv in idolDictionary) { Idol dbIdol; if (dbIdols.TryGetValue(kv.Key, out dbIdol)) { // 更新しない //dbIdol.Name = kv.Value.Name; //dbIdol.Kana = kv.Value.Kana; } else { Idols.Add(kv.Value); c++; } } await SaveChangesAsync(); return(c); }
public async Task <IActionResult> PutIdols(int id, Idols idols) { if (id != idols.ID) { return(BadRequest()); } _context.Entry(idols).State = EntityState.Modified; try { await _context.SaveChangesAsync(); } catch (DbUpdateConcurrencyException) { if (!IdolsExists(id)) { return(NotFound()); } else { throw; } } return(NoContent()); }
private void AddToOwned() { foreach (var x in SelectedIdols.Cast <Idol>()) { m_config.OwnedIdols.Add(new OwnedIdol(m_config.GetNextLid(), x)); } m_config.Save(); if (Filter.FilterOwned) { Idols.Refresh(); } }
public async Task <IActionResult> Create([Bind("ID,Name,Image,Description,Gender,Phone,Email,Status,Price,Star")] Idols idol) { if (ModelState.IsValid) { if (IdolEmailExists(idol.Email)) { ViewBag.error = "You are already an Idol"; return(View()); } else { _context.Add(idol); await _context.SaveChangesAsync(); return(RedirectToAction(nameof(Index))); } } return(View(idol)); }
public void UpdateInventoryCategories() { Weapons.Clear(); HealthObjects.Clear(); Idols.Clear(); foreach (var gameItem in _inventory) { if (gameItem is Health) { HealthObjects.Add(gameItem); } if (gameItem is Weapon) { Weapons.Add(gameItem); } if (gameItem is Idol) { Idols.Add(gameItem); } } }
public void OnActivate() { Idols.Refresh(); }
public void OnActivate() { Idols.Refresh(); TemporalUnit.Timestamp = DateTime.Now; }
public Character(IAccount account) { Account = account; Stats = new CharacterCharacteristicsInformations(); Look = new EntityLook(); Restrictions = new ActorRestrictionsInformations(); Spells = new List <SpellItem>(); Status = CharacterStatus.Disconnected; Jobs = new List <JobExperience>(); GatherManager = new GatherManager(Account); PathManager = new PathManager(Account); Achievement = new Achievement(Account); Alliance = new Alliance(Account); BidHouse = new BidHouse(Account); Chat = new Chat(Account); Map = new Map(Account); Fight = new Fight(Account); Friend = new Friend(Account); Guild = new Guild(Account); Inventory = new Inventory(Account); Party = new Party(Account); Idols = new Idols(Account); #region Choice Handler account.Network.RegisterPacket <BasicCharactersListMessage>(HandleBasicCharactersListMessage, MessagePriority.VeryHigh); account.Network.RegisterPacket <CharactersListMessage>(HandleCharactersListMessage, MessagePriority.VeryHigh); account.Network.RegisterPacket <CharacterSelectedSuccessMessage>(HandleCharacterSelectedSuccessMessage, MessagePriority.VeryHigh); #endregion Choice Handler #region Creation Handler account.Network.RegisterPacket <CharacterCanBeCreatedResultMessage>(HandleCharacterCanBeCreatedResultMessage, MessagePriority.VeryHigh); account.Network.RegisterPacket <CharacterCreationResultMessage>(HandleCharacterCreationResultMessage, MessagePriority.VeryHigh); account.Network.RegisterPacket <CharacterNameSuggestionFailureMessage>( HandleCharacterNameSuggestionFailureMessage, MessagePriority.VeryHigh); account.Network.RegisterPacket <CharacterNameSuggestionSuccessMessage>( HandleCharacterNameSuggestionSuccessMessage, MessagePriority.VeryHigh); #endregion Creation Handler #region Deletion Handler account.Network.RegisterPacket <CharacterDeletionErrorMessage>(HandleCharacterDeletionErrorMessage, MessagePriority.VeryHigh); #endregion Deletion Handler #region Stats Handler account.Network.RegisterPacket <CharacterStatsListMessage>(HandleCharacterStatsListMessage, MessagePriority.VeryHigh); account.Network.RegisterPacket <CharacterExperienceGainMessage>(HandleCharacterExperienceGainMessage, MessagePriority.VeryHigh); account.Network.RegisterPacket <CharacterLevelUpInformationMessage>(HandleCharacterLevelUpInformationMessage, MessagePriority.VeryHigh); account.Network.RegisterPacket <CharacterLevelUpMessage>(HandleCharacterLevelUpMessage, MessagePriority.VeryHigh); account.Network.RegisterPacket <LifePointsRegenEndMessage>(HandleLifePointsRegenEndMessage, MessagePriority.VeryHigh); account.Network.RegisterPacket <UpdateLifePointsMessage>(HandleUpdateLifePointsMessage, MessagePriority.VeryHigh); #endregion Stats Handler #region Initialization Handler account.Network.RegisterPacket <CharacterLoadingCompleteMessage>(HandleCharacterLoadingCompleteMessage, MessagePriority.VeryHigh); account.Network.RegisterPacket <OnConnectionEventMessage>(HandleOnConnectionEventMessage, MessagePriority.VeryHigh); account.Network.RegisterPacket <SetCharacterRestrictionsMessage>(HandleSetCharacterRestrictionsMessage, MessagePriority.VeryHigh); #endregion Initialization Handler Account.Network.RegisterPacket <MapComplementaryInformationsDataMessage>( HandleMapComplementaryInformationsDataMessage, MessagePriority.Normal); Account.Network.RegisterPacket <GameContextRefreshEntityLookMessage>( HandleGameContextRefreshEntityLookMessage, MessagePriority.Normal); }