public void Test_GetForceTechnique_ByID_BadResult() { int intForceTechniqueID = 0; ForceTechnique objForceTechnique = new ForceTechnique(); objForceTechnique.GetForceTechnique(intForceTechniqueID); Assert.IsNull(objForceTechnique.ForceTechniqueName); }
public void Test_GetForceTechnique_ByID_GoodResult() { int intForceTechniqueID = 1; ForceTechnique objForceTechnique = new ForceTechnique(); objForceTechnique.GetForceTechnique(intForceTechniqueID); Assert.AreEqual(intForceTechniqueID, objForceTechnique.ForceTechniqueID); }
public void Test_GetForceTechnique_ByName_BadResult() { string strForceTechniqueName = "blah blah"; ForceTechnique objForceTechnique = new ForceTechnique(); objForceTechnique.GetForceTechnique(strForceTechniqueName); Assert.IsNull(objForceTechnique.ForceTechniqueName); }
public void Test_GetForceTechnique_ByName_GoodResult() { string strForceTechniqueName = "Force Point Recovery"; ForceTechnique objForceTechnique = new ForceTechnique(); objForceTechnique.GetForceTechnique(strForceTechniqueName); Assert.AreEqual(strForceTechniqueName, objForceTechnique.ForceTechniqueName); }
public void Test_GetForceTechniques_WithOutOrderBy_NoResult() { string strWhere = "ForceTechniqueName Like '%Toad%'"; string strOrderBy = ""; ForceTechnique objForceTechnique = new ForceTechnique(); List <ForceTechnique> lstForceTechniques = new List <ForceTechnique>(); lstForceTechniques = objForceTechnique.GetForceTechniques(strWhere, strOrderBy); Assert.IsTrue(lstForceTechniques.Count == 0); }
public void SetForcePowerFields(string strTag) { int intTag; int.TryParse(strTag, out intTag); if (intTag != 0) { ForceTechnique objFS = new ForceTechnique(); objFS.GetForceTechnique(intTag); this.txtForceTechniqueName.Text = objFS.ForceTechniqueName; this.txtForceTechniqueDescription.Text = objFS.ForceTechniqueDescription; } }
private void LoadTreeView() { this.tvForceTechnique.Nodes.Clear(); List <ForceTechnique> lstForceTechniques = new List <ForceTechnique>(); ForceTechnique objFS = new ForceTechnique(); lstForceTechniques = objFS.GetForceTechniques("", ""); foreach (ForceTechnique objListForceTechnique in lstForceTechniques) { TreeNode objTN = new TreeNode(); objTN.Text = objListForceTechnique.ForceTechniqueName; objTN.Tag = objListForceTechnique.ForceTechniqueID; tvForceTechnique.Nodes.Add(objTN); } }
//public void AddCharacterStartingFeats(Class objClass) //{ // Feat objStartFeats = new Feat(); // List<Feat> lstStartFeats = new List<Feat>(); // lstStartFeats = objStartFeats.GetStartingFeats(objClass.ClassID); // foreach (Feat objSF in lstStartFeats) // { // this.lstStartingFeat.Add(objSF); // } //} //public void SetOrginalCharacter() //{ // //objOriginalCharacter = (Character) objCharacter.Clone() ; // objOriginalCharacter = (Character) objCharacter.Clone(); //} public void ResetContainerObjectByLevel(Common.ContainerObjectResetLevel objCORL) { switch (objCORL) { case Common.ContainerObjectResetLevel.Abilities: this.objAbility1Modified = new Ability(); this.objAbility2Modified = new Ability(); break; case Common.ContainerObjectResetLevel.Talents: this.objSelectedTalent = new Talent(); break; case Common.ContainerObjectResetLevel.Class: this.objSelectedClass = new Class(); //Check if they are first level, if so remove feats (Starting Feats) if (this.objCharacter.CharacterLevelID == 0) { this.blnStartingFeatsAdded = false; this.objCharacter.lstFeats = new List <Feat>(); } break; case Common.ContainerObjectResetLevel.Character: this.objCharacter = Character.Clone(this.objOriginalCharacter); break; case Common.ContainerObjectResetLevel.BonusFeat: this.objBonusFeat = new Feat(); break; case Common.ContainerObjectResetLevel.RaceFeat: this.objRaceFeat = new Feat(); break; case Common.ContainerObjectResetLevel.LevelFeat: this.objCharLevelFeat = new Feat(); break; case Common.ContainerObjectResetLevel.StartingFeat: this.lstStartingFeat = new List <Feat>(); break; case Common.ContainerObjectResetLevel.ForcePowers: this.lstNewForcePowers = new List <ForcePower>(); break; case Common.ContainerObjectResetLevel.Skills: this.lstNewSkills = new List <CharacterSkill>(); break; case Common.ContainerObjectResetLevel.ForceSecret: this.objForceSecret = new ForceSecret(); break; case Common.ContainerObjectResetLevel.ForceTechnique: this.objForceTechnique = new ForceTechnique(); break; case Common.ContainerObjectResetLevel.Languages: this.lstLanguages = new List <Language>(); break; case Common.ContainerObjectResetLevel.ButtonsNeeded: this.lstButtonsNeeded = new List <CharUpgradeButtonOptions>(); break; case Common.ContainerObjectResetLevel.All: this.objAbility1Modified = new Ability(); this.objAbility2Modified = new Ability(); this.objSelectedTalent = new Talent(); this.objSelectedClass = new Class(); this.blnStartingFeatsAdded = false; this.objCharacter = Character.Clone(objOriginalCharacter); this.objBonusFeat = new Feat(); this.objRaceFeat = new Feat(); this.objCharLevelFeat = new Feat(); this.lstStartingFeat = new List <Feat>(); this.lstNewForcePowers = new List <ForcePower>(); this.lstNewSkills = new List <CharacterSkill>(); this.objForceSecret = new ForceSecret(); this.objForceTechnique = new ForceTechnique(); this.lstLanguages = new List <Language>(); this.lstButtonsNeeded = new List <CharUpgradeButtonOptions>(); break; case Common.ContainerObjectResetLevel.AllButCharacter: this.objAbility1Modified = new Ability(); this.objAbility2Modified = new Ability(); this.objSelectedTalent = new Talent(); this.objSelectedClass = new Class(); this.blnStartingFeatsAdded = false; this.objBonusFeat = new Feat(); this.objRaceFeat = new Feat(); this.objCharLevelFeat = new Feat(); this.lstStartingFeat = new List <Feat>(); this.lstNewForcePowers = new List <ForcePower>(); this.lstNewSkills = new List <CharacterSkill>(); this.objForceSecret = new ForceSecret(); this.objForceTechnique = new ForceTechnique(); this.lstLanguages = new List <Language>(); this.lstButtonsNeeded = new List <CharUpgradeButtonOptions>(); break; default: break; } }