public MeaningfulCiv(CivilizationBLL civ) { CivID = civ.CivID; CivName = civ.CivName; CivStart = civ.CivStart; CivEnd = civ.CivEnd; }
public CivilizationBLL CivilizationFindByName(string CivName) { CivilizationBLL proposedReturnValue = null; CivilizationDAL item = _context.CivilizationFindByName(CivName); if (item != null) { proposedReturnValue = new CivilizationBLL(item); } return(proposedReturnValue); }
public CivilizationBLL CivilizationFindByID(int CivID) { CivilizationBLL proposedReturnValue = null; CivilizationDAL item = _context.CivilizationFindByID(CivID); if (item != null) { proposedReturnValue = new CivilizationBLL(item); } return(proposedReturnValue); }
public List <CivilizationBLL> CivilizationsGetAll(int Skip, int Take) { List <CivilizationBLL> proposedReturnValue = new List <CivilizationBLL>(); List <CivilizationDAL> items = _context.CivilizationsGetAll(Skip, Take); foreach (CivilizationDAL item in items) { CivilizationBLL correctedItem = new CivilizationBLL(item); proposedReturnValue.Add(correctedItem); } return(proposedReturnValue); }
public int CivilizationCreate(CivilizationBLL civ) { int proposedReturnValue = CivilizationCreate(civ.CivID, civ.CivName, civ.CivStart, civ.CivEnd); return(proposedReturnValue); }
public void CivilizationsUpdateJust(CivilizationBLL civ) { _context.CivilizationsUpdateJust(civ.CivID, civ.CivName, civ.CivStart, civ.CivEnd); }