public async Task <IActionResult> Edit(int id, [Bind("AccessoryTypeId,AccessoryType")] AccessoryTypes accessoryTypes) { if (id != accessoryTypes.AccessoryTypeId) { return(NotFound()); } if (ModelState.IsValid) { try { _context.Update(accessoryTypes); await _context.SaveChangesAsync(); } catch (DbUpdateConcurrencyException) { if (!AccessoryTypesExists(accessoryTypes.AccessoryTypeId)) { return(NotFound()); } else { throw; } } return(RedirectToAction(nameof(Index))); } return(View(accessoryTypes)); }
/// <summary> /// Sets the Value of selected slot to null. /// </summary> /// <param name="type">Type of the Accessoir to DeEquip</param> /// <param name="slot"></param> /// <returns>Previous value of changed Slot</returns> public Accessoir DeEquip(AccessoryTypes type, int slot = 0) { Accessoir oldAccessoir = null; switch (type) { case AccessoryTypes.Finger: if (slot > 7 || slot < 0) { Debug.LogError("Slot of DeEquip(Fingers) out of range"); } else if (this.Fingers[slot] == null) { Debug.LogWarning("Can't DeEquip(Fingers) slot with null"); } else { oldAccessoir = this.Fingers[slot]; this.Fingers[slot] = null; } break; case AccessoryTypes.Handwrist: if (slot > 5 || slot < 0) { Debug.LogError("Slot of DeEquip(Handwrist) out of range"); } else if (this.Fingers[slot] == null) { Debug.LogWarning("Can't DeEquip(Handwrist) slot with null"); } else { oldAccessoir = this.HandWrist[slot]; this.HandWrist[slot] = null; } break; case AccessoryTypes.Neck: if (slot > 1 || slot < 0) { Debug.LogError("Slot of DeEquip(Neck) out of range"); } else if (this.Fingers[slot] == null) { Debug.LogWarning("Can't DeEquip slot(Neck) with null"); } else { oldAccessoir = this.Neck[slot]; this.Neck[slot] = null; } break; } return(oldAccessoir); }
public async Task <IActionResult> Create([Bind("AccessoryTypeId,AccessoryType")] AccessoryTypes accessoryTypes) { if (ModelState.IsValid) { _context.Add(accessoryTypes); await _context.SaveChangesAsync(); return(RedirectToAction(nameof(Index))); } return(View(accessoryTypes)); }
public void ShowCategory(AccessoryTypes type) { baseTween.Hide(); gridTween.Show(); int itemCount = 0; // Reset accessory list accessoryEntryList = new List <AccessoryStoreItemController>(); // Populate the entries with loaded data List <Item> accessoryList = ItemManager.Instance.AccessoryList; foreach (AccessoryItem accessoryData in accessoryList) { if (accessoryData.AccessoryType == type) { // Change the title of the category switch (accessoryData.AccessoryType) { case AccessoryTypes.Hat: categoryBanner.key = "ACCESSORIES_TYPE_HAT"; break; case AccessoryTypes.Glasses: categoryBanner.key = "ACCESSORIES_TYPE_GLASSES"; break; default: Debug.LogError("Invalid accessory type"); break; } categoryBanner.Localize(); // Force relocalize GameObject accessoryEntry = GameObjectUtils.AddChild(gridParent.gameObject, accessoryEntryPrefab); AccessoryStoreItemController entryController = accessoryEntry.GetComponent <AccessoryStoreItemController>(); entryController.Init(accessoryData); accessoryEntryList.Add(entryController); itemCount++; } } // Adjust the grid height based on the height of the cell and spacing float gridHeight = itemCount * (gridParent.cellSize.y + gridParent.spacing.y); gridParent.GetComponent <RectTransform>().sizeDelta = new Vector2(gridParent.cellSize.x, gridHeight); }
public AccessoryItem(string id, ItemType type, Hashtable hashItemData) : base(id, type, hashItemData) { // Get the type of this decoration string strType = XMLUtils.GetString(hashItemData["AccessoryType"] as IXMLNode); eType = (AccessoryTypes)System.Enum.Parse(typeof(AccessoryTypes), strType); if (hashItemData.Contains("PrefabName")) { prefabName = XMLUtils.GetString(hashItemData["PrefabName"] as IXMLNode); } if (hashItemData.Contains("InSeason")) { inSeason = XMLUtils.GetBool(hashItemData["InSeason"] as IXMLNode); } }
public bool Exclusive(AccessoryTypes accessoryType) { if ((this.AccessoryType == AccessoryTypes.Head || this.AccessoryType == AccessoryTypes.Back || this.AccessoryType == AccessoryTypes.Sides) && accessoryType == AccessoryTypes.Suit) { return(true);//如果我是头/背/两侧,你是套装,互斥 } else if ((accessoryType == AccessoryTypes.Head || accessoryType == AccessoryTypes.Back || accessoryType == AccessoryTypes.Sides) && this.AccessoryType == AccessoryTypes.Suit) { return(true);//如果你是头/背/两侧,我是套装,互斥 } else { return(false);//否则,暂时不互斥 } }
public Accessoir(string name, float weight, ItemQuality quality, AccessoryTypes type) : base(name, weight, quality) { this.Type = type; }
private int DeterminBestAccessoirSlot(AccessoryTypes type) { int slot = 0; float lowestValue = 23456.789f; switch (type) { case AccessoryTypes.Finger: for (int i = 0; i < this.Fingers.Length; i++) { if (this.Fingers[i] != null) { if (lowestValue == 23456.789f) { lowestValue = this.Fingers[i].Worth; } else if (this.Fingers[i].Worth > lowestValue) { lowestValue = this.Fingers[i].Worth; slot = i; } } else { slot = i; break; } } break; case AccessoryTypes.Handwrist: for (int i = 0; i < this.HandWrist.Length; i++) { if (this.HandWrist[i] != null) { if (lowestValue == 23456.789f) { lowestValue = this.HandWrist[i].Worth; } else if (this.HandWrist[i].Worth > lowestValue) { lowestValue = this.HandWrist[i].Worth; slot = i; } } else { slot = i; break; } } break; case AccessoryTypes.Neck: if (this.Neck[0] == null) { slot = 0; break; } if (this.Neck[1] == null) { slot = 1; break; } if (this.Neck[0].Worth >= this.Neck[1].Worth) { slot = 1; } else { slot = 0; } break; } return(slot); }