public SkillEffectName insertSkillEffectName(string name, string heroName, string skillName, List<string> skillEffectValues, string skillDescription) { SkillEffectName skillEffectName = new SkillEffectName(); Skill skill = SkillCreator.SelectByName(skillName); skillEffectName.Name = name.Trim(); skillEffectName = checkIfSkillNameExists(name, skill, skillDescription); if (skillEffectName == null) { using (Dota2Entities ctx = new Dota2Entities()) { try { skillEffectName = ctx.SkillEffectName.Add(skillEffectName); ctx.SaveChanges(); Console.WriteLine("Skill " + name + " Created"); } catch (Exception e) { throw e; } } } return skillEffectName; }
/// <summary> /// Checks if the description of the skill exists /// </summary> protected SkillEffectName checkIfSkillNameExists(string name, string heroName, string skillId) { SkillEffectName skillEffectName = new SkillEffectName(); using(Dota2Entities ctx = new Dota2Entities()) { //get SkillId //if (skill != null) //{ // try // { // if (ctx.SkillEffectName.Any(x => // x.Name == name && // x.Skill.Hero.Name == heroName)) // { // Console.WriteLine("Skill " + name + " Already exists..."); // return true; // } // else // { // return null; // } // } // catch (Exception e) // { // //TODO implementar log de erro // throw e; // } //} } }
/// <summary> /// Checks if the description of the skill exists /// </summary> protected SkillEffectName checkIfSkillNameExists(string name, Skill skill, string skillDescription) { SkillEffectName skillEffectName = new SkillEffectName(); using (Dota2Entities ctx = new Dota2Entities()) { try { skillEffectName = ctx.SkillEffectName.Where(x => x.Name == name && x.Skill.Hero.Name == skill.Hero.Name && skillDescription == skill.Description).First(); if(skillEffectName.ID != null) { Console.WriteLine("Skill " + name + " Already exists..."); return skillEffectName; } else { return null; } } catch (Exception e) { //TODO implementar log de erro throw e; } } }
/// <summary> /// Checks if the description of the skill exists /// </summary> protected SkillEffectName checkIfSkillNameExists(string name, string heroName, string skillName) { SkillEffectName skillEffectName = new SkillEffectName(); using (Dota2Entities ctx = new Dota2Entities()) { //get SkillId SkillCreator.SelectByName(skillName) if (skill != null) { try { if (ctx.SkillEffectName.Any(x => x.Name == name && x.Skill.Hero.Name == heroName)) { Console.WriteLine("Skill " + name + " Already exists..."); return true; } else { return null; } } catch (Exception e) { //TODO implementar log de erro throw e; } } } }
/// <summary> /// Checks if the description of the skill exists /// </summary> protected SkillEffectName checkIfSkillNameExists(string name, Skill skill, string skillDescription) { SkillEffectName skillEffectName = new SkillEffectName(); using (Dota2Entities ctx = new Dota2Entities()) { try { ctx.Configuration.LazyLoadingEnabled = true; if(ctx.SkillEffectName.Any(s => s.Name == name)) { skillEffectName = ctx.SkillEffectName.Where(x => x.Name == name).First(); skillEffectName = ctx.SkillEffectName.Where(x => x.Name == name && x.Skill.Hero.Name == skill.Hero.Name && skillDescription == skill.Description).First(); Console.WriteLine("Skill " + name + " Already exists..."); return skillEffectName; } else { return null; } } catch (Exception e) { //TODO implementar log de erro throw e; } } }
/// <summary> /// Checks if the description of the skill exists, in negative case call the insertSkillDesc /// </summary> public SkillEffectName checkIfSkillNameExists(string name) { SkillEffectName skillEffectName = new SkillEffectName(); using(Dota2Entities ctx = new Dota2Entities()) { try { if (ctx.SkillEffectName.Any(x => x.Name == name)) { Console.WriteLine("Skill " + name + " Already exists..."); } else { skillEffectName = insertSkillEffectName(name); } } catch (Exception e) { //TODO implementar log de erro throw e; } } return skillEffectName; }
/// <summary> /// Checks if the description of the skill exists /// </summary> protected bool checkIfSkillNameExists(string name, Skill skill, string skillDescription, out SkillEffectName skillEffectName) { using (Dota2Entities ctx = new Dota2Entities()) { skillEffectName = new SkillEffectName(); try { skill = ctx.Skill.Include("Hero").Where(x => x.ID == skill.ID).First(); var result = from s in ctx.SkillEffectName where s.Name == name && s.SkillId == skill.ID && s.Skill.Hero.Name == skill.Hero.Name && s.Skill.Description == skill.Description select s; if (result.Count() == 1) { Console.WriteLine(result.First().ID + " Skill " + name + " Already exists..." ); skillEffectName = result.First(); return true; } else if (result.Count() > 1) { //TODO Create log throw new Exception("More than 1 skillEffectname returned. Check this"); } else { return false; } } catch (Exception e) { //TODO implementar log de erro throw e; } } }
/// <summary> /// Checks if the description of the skill exists /// </summary> protected SkillEffectName checkIfSkillNameExists(string name, Skill skill, string skillDescription) { SkillEffectName skillEffectName = new SkillEffectName(); using (Dota2Entities ctx = new Dota2Entities()) { try { ctx.Configuration.LazyLoadingEnabled = false; var result = from s in ctx.SkillEffectName where s.SkillId == skill.ID && s.Skill.Hero.Name == skill.Hero.Name && s.Skill.Description == skill.Description select s; if(result.Count() == 0) { Console.WriteLine("Skill " + name + " Already exists..."); return result.First(); } else if(result.Count() > 1) { //TODO Create log throw new Exception("More than 1 skilleffectname returned. Check this"); } else { return null; } } catch (Exception e) { //TODO implementar log de erro throw e; } } }
public SkillEffectName insertSkillEffectName(string name) { SkillEffectName skillEffectName = new SkillEffectName(); skillEffectName.Name = name.Trim(); using(Dota2Entities ctx = new Dota2Entities()) { try { skillEffectName = ctx.SkillEffectName.Add(skillEffectName); ctx.SaveChanges(); Console.WriteLine("Skill " + name + " Created"); } catch (Exception e) { throw e; } } return skillEffectName; }
protected SkillEffectName prepareSkillEffectName(SkillEffectName skillEffectName) { return skillEffectName }