static void Main(string[] args) { Apparels inStock = new Apparels(); inStock.NumPants = 15; inStock.NumTshirts = 10; inStock.HasJackets = true;; inStock.HasPants = true; inStock.HasTshirts = true; FootWear inShop = new FootWear(); inShop.HasLoafers = true; inShop.NumSandals = 20; inShop.HasSandals = true; inShop.HasSlippers = true; inShop.NumLoafers = 17; Accessories atShop = new Accessories(); atShop.WatchTypes = ("Rolex, Movado & G- Shock,"); atShop.HasHats = false; atShop.HasBags = false; atShop.NumWatches = 30; atShop.HasWatches = true; Console.Title = ("Clothing store Inventory app v1\n"); Console.WriteLine("Welcome To Iyke's Clothing Store\n"); Console.WriteLine("This is what we have in our inventory so far\n"); Console.WriteLine(string.Format("We have {0} Pants, {1} Sandals, {2} T-Shirts, as well as {3} Watches", inStock.NumPants, inShop.NumSandals, inStock.NumTshirts, atShop.WatchTypes)); Console.WriteLine("\n"); Console.WriteLine(string.Format("Some Facts\n")); Console.WriteLine(string.Format("(1) Our store sells pants: {0}", inStock.HasPants)); Console.WriteLine("\n"); Console.WriteLine(string.Format("(2) We sell shirts: {0}", inStock.HasTshirts)); Console.WriteLine("\n"); Console.WriteLine(string.Format("(3) We have Loafes in stock: {0}", inShop.HasLoafers)); Console.WriteLine("\n"); Console.WriteLine(string.Format("(4) our store sells Sandals: {0}", inShop.HasSandals)); Console.WriteLine("\n"); Console.WriteLine(string.Format("(5) We carry velvet Slippers {0}", inShop.HasSlippers)); Console.WriteLine("\n"); Console.WriteLine(string.Format("(6) We sell hats: {0}", atShop.HasHats)); Console.WriteLine("\n"); Console.WriteLine(string.Format("(7) We sell bags: {0}", atShop.HasBags)); Console.WriteLine("\n"); Console.WriteLine(string.Format("(8) We always have watches: {0}", atShop.HasWatches)); Console.WriteLine("\n"); Console.WriteLine(string.Format("(10) We currently {0} Hats, {1} Watches in stock ", atShop.NumHats, atShop.NumWatches)); Console.ReadLine(); }
public static void HandleMessagesTick() { if (IPC.Active) { try { switch ((State)IPC.State) { case State.Idle: return; case State.GetMaterials: IPC.SetObjectBuf(Materials.Get()); break; case State.GetWeaponsRanged: IPC.SetObjectBuf(WeaponsRanged.Get()); break; case State.GetWeaponsMelee: IPC.SetObjectBuf(WeaponsMelee.Get()); break; case State.GetApparels: IPC.SetObjectBuf(Apparels.Get()); break; case State.GetBuildingsFromMaterials: IPC.SetObjectBuf(BuildingsFromMaterials.Get()); break; case State.GetAnimals: IPC.SetObjectBuf(Animals.Get()); break; case State.GetDebuffs: IPC.SetObjectBuf(Debuffs.Get()); break; case State.GetDrugs: IPC.SetObjectBuf(Drugs.Get()); break; case State.GetFoods: IPC.SetObjectBuf(Foods.Get()); break; case State.GetActiveIncidents: IPC.StringBuf = ActiveIncidents.Get(); break; case State.GetPawnsHeddifs: IPC.StringBuf = PawnsHeddifs.Get(); break; case State.GetBodyParts: IPC.SetObjectBuf(BodyParts.Get()); break; case State.GetFacilities: IPC.SetObjectBuf(Facilities.Get()); break; case State.GetPlants: IPC.SetObjectBuf(Plants.Get()); break; case State.GetBackstorys: IPC.SetObjectBuf(Backstorys.Get()); break; case State.GetTraits: IPC.SetObjectBuf(Traits.Get()); break; case State.GetCEAmmos: IPC.SetObjectBuf(CEAmmos.Get()); break; case State.GetTools: IPC.SetObjectBuf(Tools.Get()); break; case State.BuildingStuffDump: new BuildingStuffDump(); break; case State.WeaponApparelDump: IPC.StringBuf = WeaponApparelDump.Get(); break; case State.InjectDll: IPC.StringBuf = InjectDll.GetResult(IPC.GetObjectBuf <InjectParameters>()); break; case State.GcCollect: GC.Collect(GC.MaxGeneration, GCCollectionMode.Forced); GC.WaitForPendingFinalizers(); Log.Warning($"[RimHelperProxy] GC.Collect() called!"); break; default: throw new Exception($"UnknownState: {IPC.State}"); } } catch (Exception e) { Log.Error($"[HandleMessagesTick] Exception: {e.Message}"); Log.Error($"[HandleMessagesTick] StackTrace: {e.StackTrace}"); } finally { IPC.State = (int)State.Idle; } } }