コード例 #1
0
        public ActionResult AddSkill(Skill skill)
        {
            var list = new SkillDataAccess().FindAll <Skill>();

            skill.Id          = list.Count == 0 ? 1 : list.Last().Id + 1;
            skill.Name        = Request.Form["Name"];
            skill.Description = Request.Form["Description"];
            skill.Attribute   = Request.Form.Where(x => x.Value.Contains("true")).First().Key;
            skill.Difficulty  = Request.Form.Where(x => x.Value.Contains("true")).Last().Key;
            new SkillDataAccess().InsertOne(skill);
            return(RedirectToAction("Main", "Admin"));
        }
コード例 #2
0
        public bool Save([FromBody] JObject content)
        {
            try
            {
                dynamic   data      = JsonConvert.DeserializeObject <dynamic>(content.ToString());
                Character character = new Character();
                try
                {
                    character = new CharacterDataAccess().FindOne(data.id);
                }
                catch { }
                character.Id     = data.id;
                character.Name   = data.name;
                character.Age    = data.age == "" ? 0 : data.age;
                character.Height = data.height == "" ? 0 : data.height;
                character.Weight = data.weight == "" ? 0 : data.weight;
                character.MinimunStatusPoints = data.min_status;
                character.MaxPoints           = data.max_points;
                character.CurrentPoints       = data.current_points;
                character.Resources           = data.resources;
                character.Description         = data.description == "" ? "" : data.description;
                character.Status.Add("Strength", (int)data.strength);
                character.Status.Add("Dexterity", (int)data.dexterity);
                character.Status.Add("Intelligence", (int)data.intelligence);
                character.Status.Add("Health", (int)data.health);
                character.Status.Add("MaxLifePoints", (int)data.max_life_points);
                character.Status.Add("CurrentLifePoints", (int)data.current_life_points);
                character.Status.Add("Will", (int)data.will);
                character.Status.Add("Perception", (int)data.perception);
                character.Status.Add("MaxFatiguePoints", (int)data.max_fatigue_points);
                character.Status.Add("CurrentFatiguePoints", (int)data.current_fatigue_points);
                character.Status.Add("Speed", (int)data.speed);
                character.Status.Add("BasicMovement", (int)data.basic_movement);
                character.Status.Add("MaxCarryWeight", (int)data.max_carry_weight);
                character.Status.Add("CurrentCarryWeight", (int)data.current_carry_weight);

                foreach (var language in data.languages)
                {
                    Language languageDatabase = new LanguageDataAccess().FindOne <Language>((int)language.id);
                    languageDatabase.Level = language.level;
                    character.Languages.Add(languageDatabase);
                }
                foreach (var skill in data.skills)
                {
                    Skill skillDatabase = new SkillDataAccess().FindOne <Skill>((int)skill.id);
                    skillDatabase.Level = skill.level;
                    character.Skills.Add(skillDatabase);
                }
                foreach (var advantage in data.advantages)
                {
                    Advantage advantageDatabase = new AdvantageDataAccess().FindOne <Advantage>((int)advantage.id);
                    advantageDatabase.Level = advantage.level;
                    character.Advantages.Add(advantageDatabase);
                }
                foreach (var disadvantage in data.disadvantages)
                {
                    Disadvantage disadvantageDatabase = new DisadvantageDataAccess().FindOne <Disadvantage>((int)disadvantage.id);
                    disadvantageDatabase.Level = disadvantage.level;
                    character.Disadvantages.Add(disadvantageDatabase);
                }
                new CharacterDataAccess().InsertOne <Character>(character);
            }
            catch
            {
                return(false);
            }
            return(true);
        }