private void PerformCreateGood() { GoodCard goodCard = new GoodCard(); var viewModel = (GoodCardVM)goodCard.DataContext; var nodeIndexes = GetNodeIndexes(CurrentNode); viewModel.PutData(warehouseManager, new Good(), nodeIndexes, -1); goodCard.Show(); }
private void PerformUpdateGood() { GoodCard goodCard = new GoodCard(); var viewModel = (GoodCardVM)goodCard.DataContext; var nodeIndexes = GetNodeIndexes(CurrentNode); var goodIndex = GetGoodIndex(CurrentGood, CurrentNode); viewModel.PutData(warehouseManager, CurrentGood, nodeIndexes, goodIndex); goodCard.Show(); }
// POST /GoodCard/token/ public HttpResponseMessage Post(string token, [FromBody] GoodCard param) { try { HttpResponseMessage retorno = new HttpResponseMessage(); if (Permissoes.Autenticado(token)) { return(Request.CreateResponse <Int32>(HttpStatusCode.OK, GatewayGoodCard.Add(token, param))); } else { return(Request.CreateResponse(HttpStatusCode.Unauthorized)); } } catch { throw new HttpResponseException(HttpStatusCode.InternalServerError); } }
private void GenerateCardListRandomly() { int tmpNum = this.MarionetteCardNumber; while (tmpNum > 0) { int randomIndex = UnityEngine.Random.Range(0, Utilities.MARIONETTE_CARD_NUM); MarionetteCard card = Utilities.MarionetteCardList[randomIndex]; if (!card.IsSelected) { card.IsSelected = true; MarionetteCardList.Add(card); tmpNum--; } } tmpNum = this.DrawingCardNumber; while (tmpNum > 0) { int randomIndex = UnityEngine.Random.Range(0, Utilities.DRAWING_CARD_NUM); DrawingCard card = Utilities.DrawingCardList[randomIndex]; if (!card.IsSelected) { card.IsSelected = true; DrawingCardList.Add(card); tmpNum--; } } tmpNum = this.GoodCardNumber; while (tmpNum > 0) { int randomIndex = UnityEngine.Random.Range(0, Utilities.GOOD_CARD_NUM); GoodCard card = Utilities.GoodCardList[randomIndex]; if (!card.IsSelected) { card.IsSelected = true; GoodCardList.Add(card); tmpNum--; } } }
/// <summary> /// Altera GoodCard /// </summary> /// <param name="param"></param> /// <returns></returns> public static void Update(string token, GoodCard param) { GoodCard value = _db.GoodCards .Where(e => e.id.Equals(param.id)) .First <GoodCard>(); // OBSERVAÇÂO: VERIFICAR SE EXISTE ALTERAÇÃO NO PARAMETROS if (param.id != null && param.id != value.id) { value.id = param.id; } if (param.lancamento != null && param.lancamento != value.lancamento) { value.lancamento = param.lancamento; } if (param.dtaHora != null && param.dtaHora != value.dtaHora) { value.dtaHora = param.dtaHora; } if (param.qtdTotalParcelas != null && param.qtdTotalParcelas != value.qtdTotalParcelas) { value.qtdTotalParcelas = param.qtdTotalParcelas; } if (param.lote != null && param.lote != value.lote) { value.lote = param.lote; } if (param.cnpj != null && param.cnpj != value.cnpj) { value.cnpj = param.cnpj; } if (param.numCartao != null && param.numCartao != value.numCartao) { value.numCartao = param.numCartao; } if (param.redeCaptura != null && param.redeCaptura != value.redeCaptura) { value.redeCaptura = param.redeCaptura; } if (param.valorTransacao != null && param.valorTransacao != value.valorTransacao) { value.valorTransacao = param.valorTransacao; } if (param.valorReembolso != null && param.valorReembolso != value.valorReembolso) { value.valorReembolso = param.valorReembolso; } if (param.valorDescontado != null && param.valorDescontado != value.valorDescontado) { value.valorDescontado = param.valorDescontado; } if (param.dtaRecebimento != null && param.dtaRecebimento != value.dtaRecebimento) { value.dtaRecebimento = param.dtaRecebimento; } if (param.idOperadora != null && param.idOperadora != value.idOperadora) { value.idOperadora = param.idOperadora; } if (param.idBandeira != null && param.idBandeira != value.idBandeira) { value.idBandeira = param.idBandeira; } if (param.idTerminalLogico != null && param.idTerminalLogico != value.idTerminalLogico) { value.idTerminalLogico = param.idTerminalLogico; } _db.SaveChanges(); }
/// <summary> /// Adiciona nova GoodCard /// </summary> /// <param name="param"></param> /// <returns></returns> public static Int32 Add(string token, GoodCard param) { _db.GoodCards.Add(param); _db.SaveChanges(); return(param.id); }
public static void InitAllCardList() { MarionetteCardList[0] = new MarionetteCard(0, "风晴雪", "派遣时,每3回合附近2格地块内的己方人偶工具数+1"); MarionetteCardList[1] = new MarionetteCard(1, "方兰生", "派遣时,经过此场景的玩家只可再前进1格地块"); MarionetteCardList[2] = new MarionetteCard(2, "阿阮", "退场时,拥有者立即获得卡牌露草"); MarionetteCardList[3] = new MarionetteCard(3, "沈曦", "派遣时,每3回合工具数、工具锋利度、工具牢固度均恢复到初始状态"); MarionetteCardList[4] = new MarionetteCard(4, "巽芳", "退场时,拥有者立即获得卡牌欧阳少恭"); MarionetteCardList[5] = new MarionetteCard(5, "襄铃", "比试时,扑卖阶段可投掷12枚铜钱"); MarionetteCardList[6] = new MarionetteCard(6, "乐无异", "驻守时,每5回合场景规模+1级"); MarionetteCardList[7] = new MarionetteCard(7, "谢衣", "驻守时,场内扩建所需的大葱-50%"); MarionetteCardList[8] = new MarionetteCard(8, "禺期", "退场时,拥有者立即获得卡牌无名之剑"); MarionetteCardList[9] = new MarionetteCard(9, "悭臾", "派遣时,每5回合其所在场景及附近2格地块内的场景土木值-5"); MarionetteCardList[10] = new MarionetteCard(10, "红玉", "比试时必定先手"); MarionetteCardList[11] = new MarionetteCard(11, "尹千觞", "退场时,随机进入场上一名玩家的手牌"); MarionetteCardList[12] = new MarionetteCard(12, "闻人羽", "驻守百草谷时,工具锋利度+1,工具牢固度+1"); MarionetteCardList[13] = new MarionetteCard(13, "欧阳少恭", "退场时,所有场景土木值-5"); MarionetteCardList[14] = new MarionetteCard(14, "清和真人", "位于太华山时,每3回合大葱+100.与夏夷则比试时,工具锋利度-1"); MarionetteCardList[15] = new MarionetteCard(15, "夏夷则", "退场时,有50%概率回到己方手牌,且工具数上限-3"); MarionetteCardList[16] = new MarionetteCard(16, "百里屠苏", "工具数少于5时,工具锋利度+1"); MarionetteCardList[17] = new MarionetteCard(17, "沈夜", "派遣时,每3回合工具锋利度+1,工具牢固度+1,工具数-1"); MarionetteCardList[18] = new MarionetteCard(18, "陵越", "驻守天墉城时,工具锋利度+1.工具牢固度+1"); MarionetteCardList[19] = new MarionetteCard(19, "华月", "退场时,拥有者立即获得卡牌华月的箜篌"); MarionetteCardList[20] = new MarionetteCard(20, "北洛", "比试时,若一回合内无人偶退场,则再比试一回合"); MarionetteCardList[21] = new MarionetteCard(21, "云无月", "派遣时,所有玩家每3回合大葱+100"); MarionetteCardList[22] = new MarionetteCard(22, "岑缨", "奇数回合时,回避其他人偶的比试请求"); MarionetteCardList[23] = new MarionetteCard(23, "姬轩辕", "驻守时,场景规模+1级,退场时,场景规模-1级"); MarionetteCardList[24] = new MarionetteCard(24, "缙云", "比试结束时,若没有退场,则工具锋利度+1"); MarionetteCardList[25] = new MarionetteCard(25, "巫炤", "退场时,所有玩家随机抽取1个厄运"); MarionetteCardList[26] = new MarionetteCard(26, "司危", "比试结束时,若没有退场,则工具数+1"); MarionetteCardList[27] = new MarionetteCard(27, "玄戈&霓商", "驻守天鹿城时,工具锋利度+1,工具锋利度+1,工具牢固度+1,工具数+1"); MarionetteCardList[28] = new MarionetteCard(28, "嫘祖", "驻守西陵时,工具锋利度+1,工具牢固度+1"); MarionetteCardList[29] = new MarionetteCard(29, "刘兄", "派遣时,每3回合从牌组中抽取1张卡牌"); MarionetteCardList[30] = new MarionetteCard(30, "馋鸡", "工具数大于1时,比试过程中工具被一次性全毁后,会重新获得1个工具"); MarionetteCardList[31] = new MarionetteCard(31, "阿翔", "比试时,有50%的概率避免工具受损"); DrawingCardList[0] = new DrawingCard(0, "琴川", "关联人偶:方兰生"); DrawingCardList[1] = new DrawingCard(1, "长安", "关联人偶:乐无异"); DrawingCardList[2] = new DrawingCard(2, "天墉城", "关联人偶:百里屠苏、陵越"); DrawingCardList[3] = new DrawingCard(3, "百草谷", "关联人偶:闻人羽"); DrawingCardList[4] = new DrawingCard(4, "巫山", "关联人偶:阿阮"); DrawingCardList[5] = new DrawingCard(5, "蓬莱", "关联人偶:巽芳、欧阳少恭"); DrawingCardList[6] = new DrawingCard(6, "青玉坛", "关联人偶:欧阳少恭"); DrawingCardList[7] = new DrawingCard(7, "紫榕林", "关联人偶:襄铃"); DrawingCardList[8] = new DrawingCard(8, "榣山", "关联人偶:悭臾、欧阳少恭"); DrawingCardList[9] = new DrawingCard(9, "太华山", "关联人偶:清和真人、夏夷则"); DrawingCardList[10] = new DrawingCard(10, "幽都", "关联人偶:风晴雪、尹千觞"); DrawingCardList[11] = new DrawingCard(11, "流月城", "关联人偶:沈曦、谢衣、沈夜、华月"); DrawingCardList[12] = new DrawingCard(12, "桃花谷", "关联人偶:风晴雪、百里屠苏"); DrawingCardList[13] = new DrawingCard(13, "静水湖", "关联人偶:谢衣"); DrawingCardList[14] = new DrawingCard(14, "安陆", "关联人偶:红玉"); DrawingCardList[15] = new DrawingCard(15, "神女墓", "关联人偶:阿阮"); DrawingCardList[16] = new DrawingCard(16, "鄢陵", "关联人偶:岑缨"); DrawingCardList[17] = new DrawingCard(17, "天鹿城", "关联人偶:北洛、玄戈&霓商"); DrawingCardList[18] = new DrawingCard(18, "西陵", "关联人偶:巫炤、司危、嫘祖"); DrawingCardList[19] = new DrawingCard(19, "有熊", "关联人偶:姬轩辕、缙云"); DrawingCardList[20] = new DrawingCard(20, "白梦泽", "关联人偶:云无月、缙云、北洛"); DrawingCardList[21] = new DrawingCard(21, "巫之国", "关联人偶:北洛、刘兄"); DrawingCardList[22] = new DrawingCard(22, "鼎湖", "关联人偶:姬轩辕、缙云、嫘祖"); DrawingCardList[23] = new DrawingCard(23, "赤水", "关联人偶:姬轩辕、嫘祖、悭臾"); DrawingCardList[24] = new DrawingCard(24, "阳平", "关联人偶:刘兄"); DrawingCardList[25] = new DrawingCard(25, "无名之地", "关联人偶:巫炤、司危"); DrawingCardList[26] = new DrawingCard(26, "红叶湖", "关联人偶:襄铃、百里屠苏"); DrawingCardList[27] = new DrawingCard(27, "捐毒", "关联人偶:乐无异、谢衣、沈夜"); GoodCardList[0] = new GoodCard(0, "昭明", "指定一名人偶工具锋利度+1"); GoodCardList[1] = new GoodCard(1, "露草", "使用后立即抽2张牌"); GoodCardList[2] = new GoodCard(2, "凤来", "指定一名玩家原地停留1回合"); GoodCardList[3] = new GoodCard(3, "黑龙鳞片", "指定一名玩家随机损失2张牌"); GoodCardList[4] = new GoodCard(4, "古剑焚寂", "指定一名人偶工具锋利度+1,若对象为百里屠苏,则+2"); GoodCardList[5] = new GoodCard(5, "古剑红玉", "指定一名人偶工具锋利度+1,若对象为红玉,则+2"); GoodCardList[6] = new GoodCard(6, "青玉司南佩", "使用后免除下一次厄运"); GoodCardList[7] = new GoodCard(7, "焦炭", "指定一名人偶工具数-5"); GoodCardList[8] = new GoodCard(8, "通天之器", "指定一张场上的卡牌,复制到手牌中"); GoodCardList[9] = new GoodCard(9, "无名之剑", "指定一名人偶工具锋利度+1,若对象为乐无异,则+2"); GoodCardList[10] = new GoodCard(10, "金麒麟", "免除下一次借宿葱"); GoodCardList[11] = new GoodCard(11, "兔子抱枕", "指定一名人偶工具数+5"); GoodCardList[12] = new GoodCard(12, "古剑晗光", "指定一名人偶工具锋利度+1,若对象为乐无异,则+2"); GoodCardList[13] = new GoodCard(13, "百胜刀", "指定一处场景土木值-5"); GoodCardList[14] = new GoodCard(14, "忘川", "指定一名人偶工具锋利度+1,若对象为谢衣,则+2"); GoodCardList[15] = new GoodCard(15, "华月箜篌", "指定一名场上的人偶,回到其拥有者的手牌中"); GoodCardList[16] = new GoodCard(16, "太岁", "指定一名人偶工具锋利度+1,若对象为缙云或北洛,则+2"); GoodCardList[17] = new GoodCard(17, "画板", "指定一处场景土木值+5"); GoodCardList[18] = new GoodCard(18, "半魂莲", "将下一次遭遇到的厄运嫁祸给指定玩家,此效果持续5回合"); GoodCardList[19] = new GoodCard(19, "玉梳", "指定一名人偶工具牢固度+2,若对象为司危,则+3"); GoodCardList[20] = new GoodCard(20, "梦魂枝", "指定下一次扑卖点数"); GoodCardList[21] = new GoodCard(21, "青丘尘中记", "指定一名玩家与自己平分葱,若刘兄在手牌中,多获得10%葱"); GoodCardList[22] = new GoodCard(22, "天鹿", "指定一名人偶工具锋利度+1,若对象为北洛或玄戈&霓商,则+2"); }