/// <summary> /// Adds a parent to the fParents array. /// </summary> /// <returns>The PermissionGroup that the parent was added to. This is for chaining.</returns> internal PermissionGroup AddParent(PermissionGroup Parent) { PermissionGroup[] NewArray = new PermissionGroup[this.fParents.Length + 1]; // Create a new array one bigger than the current. for (int i = 0; i < this.fParents.Length; i++) // For every existing parent... { if (this.fParents[i] == Parent) // If the new parent matches it... { return(this); // Abort! } NewArray[i] = this.fParents[i]; // If not then add it to NewArray. } NewArray[this.fParents.Length] = Parent; // Add the new parent to the end of the NewArray (in the extra cell that was not in the old array). this.fParents = NewArray; // Replace the old fParents array with NewArray. return(this); }
/// <summary> /// Adds a child to the fChildren array. /// </summary> /// <returns>The PermissionGroup that the child was added to. This is for chaining.</returns> internal PermissionGroup AddChild(PermissionGroup Child) { PermissionGroup[] NewArray = new PermissionGroup[this.fChildren.Length + 1]; // Create a new array one bigger than the current. for (int i = 0; i < this.fChildren.Length; i++) // For every existing child... { if (this.fChildren[i] == Child) // If the new child matches it... { return(this); // Abort! } NewArray[i] = this.fChildren[i]; // If not then add it to NewArray. } NewArray[this.fChildren.Length] = Child; // Add the new child to the end of the NewArray (in the extra cell that was not in the old array). this.fChildren = NewArray; // Replace the old fChildren array with NewArray. return(this); }
/// <summary> /// Adds a parent to the fParents array. /// </summary> /// <returns>The PermissionGroup that the parent was added to. This is for chaining.</returns> internal PermissionGroup AddParent(PermissionGroup Parent) { PermissionGroup[] NewArray = new PermissionGroup[this.fParents.Length + 1]; // Create a new array one bigger than the current. for (int i = 0; i < this.fParents.Length; i++) // For every existing parent... { if (this.fParents[i] == Parent) // If the new parent matches it... return this; // Abort! NewArray[i] = this.fParents[i]; // If not then add it to NewArray. } NewArray[this.fParents.Length] = Parent; // Add the new parent to the end of the NewArray (in the extra cell that was not in the old array). this.fParents = NewArray; // Replace the old fParents array with NewArray. return this; }
/// <summary> /// Adds a child to the fChildren array. /// </summary> /// <returns>The PermissionGroup that the child was added to. This is for chaining.</returns> internal PermissionGroup AddChild(PermissionGroup Child) { PermissionGroup[] NewArray = new PermissionGroup[this.fChildren.Length + 1]; // Create a new array one bigger than the current. for(int i = 0; i < this.fChildren.Length; i++) // For every existing child... { if (this.fChildren[i] == Child) // If the new child matches it... return this; // Abort! NewArray[i] = this.fChildren[i]; // If not then add it to NewArray. } NewArray[this.fChildren.Length] = Child; // Add the new child to the end of the NewArray (in the extra cell that was not in the old array). this.fChildren = NewArray; // Replace the old fChildren array with NewArray. return this; }