예제 #1
0
파일: Door.cs 프로젝트: PROG17/Grupp-M
 public Door(DStatus stat, INames opener, RNames leadsToRoom)
 {
     // Position = pos;
     Status           = stat;
     CanBeOpenWith    = opener;
     this.LeadsToRoom = leadsToRoom;
 }
예제 #2
0
        public string Drop(INames item)
        {
            // need to check if the item is in my bag first
            // then I can do all the actions and messages
            var roomItems = LoadGame.rooms[CurRoom].RoomItems;  // just to make the names shorter in the code..

            Item itemInBag = new Item();
            bool found     = false;

            for (int i = 0; i < inventory.Count(); i++)
            {
                if (inventory[i].Name.ToUpper() == item.ToString())
                {
                    found     = true;
                    itemInBag = inventory[i];
                    break;
                }
            }
            if (found)
            {
                // need to move the item from inventory in the room
                itemInBag.BelongsTo = ItemPos.Room;

                var tmp1 = new Item(itemInBag);   // Using the copy constructor
                roomItems.Add(tmp1);
                inventory.Remove(itemInBag);

                return($"You have just dropped [{tmp1.Name}] and now you have {inventory.Count()} objects in your rucksack");
            }
            else
            {
                return($"I am sorry but you don't have {item.ToString()} in your rucksack");
            }
        }
예제 #3
0
 public Identities(IIdentityStore source, INames alias, ITypeFormatter formatter, IIdentifiers identifiers)
 {
     _source      = source;
     _alias       = alias;
     _formatter   = formatter;
     _identifiers = identifiers;
 }
예제 #4
0
 /// <summary>
 /// Creates a new instance.
 /// </summary>
 /// <param name="metadata">The metadata specification used to create a <see cref="AllowedMembersExtension"/>.</param>
 /// <param name="defaultNames">The default names selector for element and attribute names.</param>
 /// <param name="defaultMemberOrder">The order selector to use when a <see cref="MemberInfo"/> is encountered and
 /// selected.</param>
 public DefaultExtensions(IMetadataSpecification metadata, INames defaultNames,
                          IParameterizedSource <MemberInfo, int> defaultMemberOrder)
 {
     _metadata           = metadata;
     _defaultNames       = defaultNames;
     _defaultMemberOrder = defaultMemberOrder;
 }
예제 #5
0
        public string Inspect(INames item)
        {
            // Here I need to check first if it is a door
            // or a item to be inspected.

            return($" return a message to the Game Handler");
        }
예제 #6
0
 // ReSharper disable once TooManyDependencies
 /// <summary>
 /// Initializes a new instance of the <see cref="T:ExtendedXmlSerializer.ExtensionModel.Content.Members.MemberPropertiesExtension"/> class.
 /// </summary>
 /// <param name="names">The names.</param>
 /// <param name="order">The order.</param>
 /// <param name="defaultNames">The default names.</param>
 /// <param name="defaultMemberOrder">The default member order.</param>
 public MemberPropertiesExtension(IDictionary <MemberInfo, string> names, IDictionary <MemberInfo, int> order,
                                  INames defaultNames, IParameterizedSource <MemberInfo, int> defaultMemberOrder)
 {
     _defaultNames       = defaultNames;
     _defaultMemberOrder = defaultMemberOrder;
     Order = order;
     Names = names;
 }
예제 #7
0
        public string Get(INames item)
        {
            var roomItems = LoadGame.rooms[CurRoom].roomItems;

            for (int i = 0; i < roomItems.Count(); i++)
            {
                // I search for the item in the list within the current room
                if (roomItems[i].Name.ToUpper() == item.ToString() && roomItems[i].Pickup)  // item is enum! need conversion to string
                {
                    // Do I have space in the bag?
                    if (inventory.Count() < bagSize && inventory.Count() >= 0)
                    {
                        // Update the item location in Room object. I do not touch the object in the room!

                        roomItems[i].BelongsTo = ItemPos.Inventory;

                        // I need to test which of the following works !
                        // Both following ways are OK. tested.
                        // Commented out tmp

                        // If both Torch and Ivy are in the room...
                        if (roomItems[i].Name.ToUpper() == "TORCH")
                        {
                            for (int j = 0; j < roomItems.Count; j++)
                            {
                                if (roomItems[j].Name.ToUpper() == "IVY")
                                {
                                    roomItems[j].Description = "You stick your head out the window and find nothing more hidden in the ivy.";
                                }
                            }
                        }

                        // var tmp = new Item(roomItems[i].Name, roomItems[i].Description, roomItems[i].CombWith, roomItems[i].BelongsTo);
                        var tmp1 = new Item(roomItems[i]); // Using the copy constructor
                        inventory.Add(tmp1);               // Can ADD the item from room to Player Inventory
                        roomItems.Remove(roomItems[i]);    // Now I can finally remove the Object from Room List

                        return($"You have just collected [{tmp1.Name}] and now you have {inventory.Count()} objects of {bagSize} in your bag.");
                    }
                    else
                    {
                        return($"Sorry! Your bag is Full and you have {bagSize} objects.");
                    }
                }
                else if (roomItems[i].Name.ToUpper() == item.ToString() && !roomItems[i].Pickup)        // item exists but cannot be picked up
                {
                    return($"Cannot pickup {item}.");
                }
            }
            // The User tries to GET an object which is NOT in the room
            if (item.ToString() == "DOOR")
            {
                return("The door is too heavy to pickup!");
            }
            return($"The {item} is not in this room.");
        }
예제 #8
0
        public string Get(INames item)
        {
            var roomItems = LoadGame.rooms[CurRoom].RoomItems;

            for (int i = 0; i < roomItems.Count(); i++)
            {
                // I search for the item in the list within the current room
                if (roomItems[i].Name.ToUpper() == item.ToString())  // item is enum! need conversion to string
                {
                    // Do I have space in the bag?
                    if (inventory.Count() < bagSize && inventory.Count() >= 0)
                    {
                        // Update the item location in Room object. I do not touch the object in the room!

                        roomItems[i].BelongsTo = ItemPos.Inventory;

                        // I need to test which of the following works !
                        // Both following ways are OK. tested.
                        // Commented out tmp

                        // var tmp = new Item(roomItems[i].Name, roomItems[i].Description, roomItems[i].CombWith, roomItems[i].BelongsTo);
                        var tmp1 = new Item(roomItems[i]); // Using the copy constructor
                        inventory.Add(tmp1);               // Can ADD the item from room to Player Inventory
                        roomItems.Remove(roomItems[i]);    // Now I can finally remove the Object from Room List

                        return($"You have just collected [{tmp1.Name}] and now you have {inventory.Count()} objects of {bagSize} in your bag");
                    }
                    else
                    {
                        return($"Sorry! Your bag is Full and you have {bagSize} objects");
                    }
                }
            }
            // The User tries to GET an object which is NOT in the room
            return($"The {item} is not in this room. Please try again");
        }
예제 #9
0
        // arg[0] = Command
        // arg[1] = Direction or Item/Door
        // arg[2] = ON
        // arg[3] = Item
        public void InvokeAction(string[] arg)
        {
            switch (arg[0].ToUpper())
            {
            case nameof(Action.GO):     // Tested Ok
                // I need to retrieve the matching Enum value for arg[1]

                Dir newDir;
                if (arg[1].ToUpper() == "LEFT")
                {
                    newDir = (Dir)Enum.Parse(typeof(Dir), "WEST");
                }
                else if (arg[1].ToUpper() == "RIGHT")
                {
                    newDir = (Dir)Enum.Parse(typeof(Dir), "EAST");
                }
                else if (arg[1].ToUpper() == "FORWARD")
                {
                    newDir = (Dir)Enum.Parse(typeof(Dir), "NORTH");
                }
                else if (arg[1].ToUpper() == "BACK")
                {
                    newDir = (Dir)Enum.Parse(typeof(Dir), "SOUTH");
                }
                else
                {
                    newDir = (Dir)Enum.Parse(typeof(Dir), arg[1].ToUpper());
                }
                Console.WriteLine(player.Go(newDir));
                break;

            case nameof(Action.GET):     // TESTED Ok

                // I need to retrieve the matching Enum value for arg[1]
                INames getItem = (INames)Enum.Parse(typeof(INames), arg[1].ToUpper());
                Console.Clear();
                GFXText.PrintTextWithHighlights(player.Get(getItem), 1, 1, false);
                Console.Write("\n\n");
                break;

            case nameof(Action.DROP):     // Tested Ok

                // I need to retrieve the matching Enum value for arg[1]
                INames dropItem = (INames)Enum.Parse(typeof(INames), arg[1].ToUpper());

                // The Drop methods will do all the checks and return the output messages
                Console.Clear();
                GFXText.PrintTextWithHighlights(player.Drop(dropItem), 1, 1, false);
                Console.WriteLine("\n");
                break;

            case nameof(Action.USE):

                // I need to retrieve the matching Enum value for arg[1]
                // USE with 1 more arg equals the player is trying to use an item by itself
                if (arg.Length == 2)
                {
                    INames useItem1 = (INames)Enum.Parse(typeof(INames), arg[1].ToUpper());
                    Console.Clear();
                    player.Use(useItem1);
                }
                // USE with more args equals the player is trying to use an item with another item
                else
                {
                    INames useItem1 = (INames)Enum.Parse(typeof(INames), arg[1].ToUpper());
                    INames onItem2  = (INames)Enum.Parse(typeof(INames), arg[3].ToUpper());
                    Console.WriteLine(player.Use(useItem1, onItem2));
                }
                break;

            // case nameof(Action.ON):
            // I do not need this because it is part of the command USE...ON...
            //     break;

            case nameof(Action.LOOK):
                Console.Clear();
                if (arg.Length == 1)
                {
                    player.Look();
                }
                else
                {
                    GFXText.PrintTextWithHighlights(player.Look(arg[1]), 1, 2, false);
                    Console.Write("\n\n");
                }
                break;

            // Removed Inspect()

            /*case nameof(Action.INSPECT):
             *
             *  INames inspItem = (INames)Enum.Parse(typeof(INames).Name, arg[1].ToUpper());
             *  player.Inspect(inspItem);
             *
             *  break;*/

            case nameof(Action.SHOW):     // Tested Ok
                Console.WriteLine(player.Show());
                break;

            default:

                break;
            }
        }
예제 #10
0
 public Identities(IIdentifiers identifiers, IIdentityStore source, INames names)
     : this(source, names, TypeNameFormatter, identifiers)
 {
 }
예제 #11
0
        public string Use(INames item1, INames item2)
        {
            // Check if item1/2 is door also

            // DOOR OPENER
            // This code should be able to use any key named 'key' to unlock any door
            // Either make sure the player only can carry 1 key at a time, or change this/add more code to allow multiple simultaneously key usage
            if (item1 == INames.KEY && item2 == INames.DOOR)
            {
                Console.Clear();
                for (int i = 0; i < LoadGame.rooms[CurRoom].exitDoors.Count(); i++)
                {
                    if (LoadGame.rooms[CurRoom].exitDoors[i].CanBeOpenWith == INames.KEY && LoadGame.rooms[CurRoom].exitDoors[i].Status != DStatus.Open)
                    {
                        for (int inv = 0; inv < inventory.Count(); inv++)
                        {
                            if (inventory[inv].Name.ToUpper() == INames.KEY.ToString())
                            {
                                LoadGame.rooms[CurRoom].exitDoors[i].Status = DStatus.Open;
                                inventory.Remove(inventory[inv]);
                                return("You opened the door.");
                            }
                        }
                        return("You do not have the key.");
                    }
                }
                return("There is no closed door.");
            }

            // END OF DOOR OPENER


            // USE matches on torch and gain a flaming torch

            if (item1 == INames.MATCHES && item2 == INames.TORCH)
            {
                foreach (var i in inventory)
                {
                    if (i.Name.ToUpper() == INames.MATCHES.ToString())
                    {
                        foreach (var j in inventory)
                        {
                            if (j.Name.ToUpper() == INames.TORCH.ToString())
                            {
                                inventory.Remove(i);
                                inventory.Remove(j);

                                var flamingtorch = new Item("Flamingtorch", "A flaming torch. This should light up even the darkest of places.", INames.EMPTY, ItemPos.Room, true);
                                inventory.Add(flamingtorch);
                                Console.Clear();
                                GFXText.PrintTextWithHighlights("You use the matches on the torch and now have a [flamingtorch].", 2, 2, true);
                                Console.Write("\n\n");
                                return("");
                            }
                        }
                    }
                }

                return("You don't have the required items.");
            }
            // END of Use matches on torch

            // Use flamingtorch on brazier to make cellar visible.
            if (item1 == INames.FLAMINGTORCH && item2 == INames.BRAZIER && CurRoom == RNames.Cellar)
            {
                // Check if Player have a flaming torch

                foreach (var k in inventory)
                {
                    if (k.Name.ToUpper() == INames.FLAMINGTORCH.ToString())
                    {
                        //inventory.Remove(k);
                        //Change cellar room description unveil painting
                        string cellardescription = "The cellar is now lit and you find that its covered with large kegs that are covered in moss. On top of some kegs a large [painting] appears.";
                        LoadGame.rooms[CurRoom].Description = cellardescription;
                        LoadGame.rooms[CurRoom].Visited     = false;
                        Console.Clear();
                        GFXText.PrintTextWithHighlights("You use the flaming torch and flames start to spark across the room.", 2, 2, true);
                        return("");
                    }
                }

                return("You don't have the required item.");
            }

            // MEDALLION ON PANEL
            if (CurRoom == RNames.Entrance)
            {
                if (item1 == INames.MEDALLION && item2 == INames.PANEL)
                {
                    foreach (var i in inventory)
                    {
                        if (i.Name.ToUpper() == INames.MEDALLION.ToString())
                        {
                            LoadGame.rooms[RNames.Entrance].exitDoors[(int)Dir.SOUTH].Status = DStatus.Open;
                            LoadGame.rooms[RNames.Entrance].Description = "You have entered what seems to be an old abandoned mansion. There is a [note] next to you on the cold marble floor. To the left there is a wooden door behind a bookshelf. Above you is a large [chandelier] covered in cobweb hanging from the ceiling. Behind you there's also a [panel], and now also an opening next to it.";
                            inventory.Remove(i);
                            Console.Clear();
                            GFXText.PrintTextWithHighlights("You insert the medallion into the panel, it seems like a perfect match. After a brief moment the wall next to it creaks open and a bright lights shines through...", 2, 2, true);
                            Console.Write("\n\n");
                            return("");
                        }
                    }
                }
                return("You don't have the required items.");
            }
            // END BLOCK MEDALLION ON PANEL

            return($"You don't have the required items.");
        }
예제 #12
0
 public Item(string name, string description, INames combWith, ItemPos location, bool pickUp) : base(name, description)
 {
     this.CombWith = combWith;
     BelongsTo     = location;
     this.Pickup   = pickUp;
 }
예제 #13
0
 public Item(string name, string description, INames combWith, bool pickUp) : base(name, description)
 {
     this.CombWith = combWith;
     this.Pickup   = pickUp;
 }
예제 #14
0
 public TypeFormatter(INames names) : base(names.Or(TypeNameFormatter.Default))
 {
 }
예제 #15
0
 public ValuesController(IHttpClientFactory clientFactory, INames names)
 {
     _clientFactory = clientFactory;
     _names         = names;
 }
예제 #16
0
        // Use() is overloaded
        // Use(arg) is currently used to let the user interact with objects (items) in the game
        // For example the first block lets the user "use" the chain and a key drops (spawns) in the room
        public void Use(INames item)
        {
            // Logic for using items in rooms
            var roomItems = LoadGame.rooms[CurRoom].roomItems;

            for (int i = 0; i < roomItems.Count(); i++)
            {
                if (roomItems[i].Name.ToUpper() == item.ToString() && !roomItems[i].IsUsed)
                {
                    // BLOCK CHAIN
                    if (roomItems[i].Name.ToUpper() == "CHAIN")
                    {
                        roomItems[i].IsUsed = true;
                        var key = new Item("Key", "A rusty bronze key.", INames.EMPTY, ItemPos.Room, true);
                        roomItems.Add(key);
                        Console.Clear();
                        GFXText.PrintTextWithHighlights("A [key] falls down.", 2, 2, true);
                        Console.Write("\n\n");
                        return;
                    }
                    // END OF BLOCK CHAIN

                    // BLOCK REMAINS
                    if (roomItems[i].Name.ToUpper() == "REMAINS")
                    {
                        roomItems[i].IsUsed = true;
                        //var hand = new Item("Hand", "It smells really foul. Carved into the hand is a number: 42.", INames.EMPTY, ItemPos.Inventory, true);
                        // If there's space in players inventory, add it there. Else add it to room inventory
                        if (inventory.Count() < bagSize)
                        {
                            inventory.Add(new Item("Hand", "It smells really foul. Carved into the hand is a message: 42 is next to 21", INames.EMPTY, ItemPos.Inventory, true));
                        }
                        else
                        {
                            roomItems.Add(new Item("Hand", "It smells really foul. Carved into the hand is a message: 42 is next to 21.", INames.EMPTY, ItemPos.Room, true));
                        }
                        Console.Clear();
                        GFXText.PrintTextWithHighlights("Among the remains you find and pick up an [hand].", 2, 2, true);
                        Console.Write("\n\n");
                        return;
                    }
                    // END OF BLOCK REMAINS

                    // BLOCK PANTRY
                    if (roomItems[i].Name.ToUpper() == "PANTRY")
                    {
                        roomItems[i].IsUsed = true;
                        //var bread = new Item("Bread", "A fresh loaf of bread. Looks and smells really good.", INames.EMPTY, ItemPos.Inventory, true);

                        // I collect the bread if I have space in the inventory, otherwise I leave it in the room.

                        if (inventory.Count() < bagSize)
                        {
                            // roomItems[i].IsUsed = true;
                            inventory.Add(new Item("Bread", "A fresh loaf of bread. Looks and smells really good.", INames.EMPTY, ItemPos.Inventory, true));
                            Console.Clear();
                            GFXText.PrintTextWithHighlights("You open the pantry and find a loaf of [bread] which you pick up.", 2, 2, true);
                        }
                        else
                        {
                            if (roomItems.FirstOrDefault(c => c.Name.ToUpper() == "BREAD") == null)  // the bread has not yet been placed in the room
                            {
                                roomItems.Add(new Item("Bread", "A fresh loaf of bread. Looks and smells really good.", INames.EMPTY, ItemPos.Room, true));
                            }
                            Console.Clear();
                            GFXText.PrintTextWithHighlights("You open the pantry and find a loaf of [bread] which you might pick up.", 2, 2, true);
                        }
                        Console.Write("\n\n");
                        return;
                    }
                    // END OF BLOCK PANTRY

                    // BLOCK THRONE
                    if (roomItems[i].Name.ToUpper() == "THRONE")
                    {
                        Console.Clear();
                        GFXText.PrintTxt(-1, 5, Globals.TextTrail, Globals.TextDelay, "For some reason you decide to drink the vile contents of the toilet...", true, false);
                        System.Threading.Thread.Sleep(Globals.SleepTime);
                        GFXText.PrintTxt(-1, 10, Globals.TextTrail, Globals.TextDelay, "You die...", false, false);
                        Console.ReadKey();
                        Environment.Exit(0);
                    }
                    // END OF BLOCK THRONE

                    // BLOCK IVY
                    if (roomItems[i].Name.ToUpper() == "IVY")
                    {
                        Console.Clear();
                        GFXText.PrintTxt(-1, 5, Globals.TextTrail, Globals.TextDelay, "You touch the poison ivy and suddenly become paralyzed...", true, false);
                        System.Threading.Thread.Sleep(Globals.SleepTime);
                        GFXText.PrintTxt(-1, 10, Globals.TextTrail, Globals.TextDelay, "You die...", false, false);
                        Console.ReadKey();
                        Environment.Exit(0);
                    }
                    // END OF BLOCK IVY


                    // Add more blocks of code here for more item uses
                }
                else if (roomItems[i].Name.ToUpper() == item.ToString() && roomItems[i].IsUsed)
                {
                    Console.WriteLine("\n{0} already used...", item);
                    return;
                }
            }

            // Logic for using items in inventory

            for (int i = 0; i < inventory.Count; i++)
            {
                if (inventory[i].Name.ToUpper() == item.ToString().ToUpper())
                {
                    // BLOCK HAND
                    if (item.ToString().ToUpper() == "HAND")
                    {
                        Console.Clear();
                        GFXText.PrintTxt(-1, 5, Globals.TextTrail, Globals.TextDelay, "For some reason you decide to consume the half-rotten hand...", true, false);
                        System.Threading.Thread.Sleep(Globals.SleepTime);
                        GFXText.PrintTxt(-1, 10, Globals.TextTrail, Globals.TextDelay, "You die...", false, false);
                        Console.ReadKey();
                        Environment.Exit(0);
                    }
                    // END OF BLOCK HAND

                    // BLOCK BREAD
                    if (item.ToString().ToUpper() == "BREAD")
                    {
                        Console.Clear();
                        GFXText.PrintTextWithHighlights("The bread tastes delicious. Argh, but what is this? Inside you find a [goldpiece]!", Globals.RoomDescriptionXPos, Globals.RoomDescriptionYPos, true);
                        var goldpiece = new Item("Goldpiece", "A golden piece of something bigger. What can it be?", INames.EMPTY, ItemPos.Inventory, true);
                        inventory.Remove(inventory[i]);     // REMOVE OLD ITEM
                        inventory.Add(goldpiece);           // ADD NEW ITEM
                        return;
                    }
                    // END OF BLOCK BREAD

                    // Player tries to combine the pieces. If the player got all pieces a medallion is created and the game is completed.

                    if (item == INames.BRONZEPIECE || item == INames.SILVERPIECE || item == INames.GOLDPIECE)
                    {
                        // if (inventory.Contains(new Item("Bronzepiece", "", false)) && inventory.Contains(new Item("Silverpiece", "", false)) && inventory.Contains(new Item("Goldpiece", "", false)))
                        if ((inventory.FirstOrDefault(c => c.Name.ToUpper() == "BRONZEPIECE")) != null &&
                            (inventory.FirstOrDefault(c => c.Name.ToUpper() == "SILVERPIECE")) != null &&
                            (inventory.FirstOrDefault(c => c.Name.ToUpper() == "GOLDPIECE")) != null)
                        {
                            Item tmpItem = inventory.FirstOrDefault(x => x.Name == "Bronzepiece");
                            if (tmpItem != null)
                            {
                                inventory.Remove(tmpItem);
                            }

                            tmpItem = inventory.FirstOrDefault(x => x.Name == "Silverpiece");
                            if (tmpItem != null)
                            {
                                inventory.Remove(tmpItem);
                            }

                            tmpItem = inventory.FirstOrDefault(x => x.Name == "Goldpiece");
                            if (tmpItem != null)
                            {
                                inventory.Remove(tmpItem);
                            }

                            tmpItem = null;

                            var medallion = new Item("Medallion", "A magnificent medallion. Looks ancient and infused with magic.", INames.EMPTY, ItemPos.Room, true);
                            inventory.Add(medallion);
                            Console.Clear();
                            GFXText.PrintTextWithHighlights("You combine the pieces into a magnificent medallion.", 2, 2, true);
                            Console.Write("\n\n");
                            return;
                        }
                        else
                        {
                            Console.Clear();
                            GFXText.PrintTextWithHighlights("You are missing a piece.", 2, 2, true);
                            return;
                        }
                    }
                }
            }
            var breadInRoom = LoadGame.rooms[CurRoom].roomItems.FirstOrDefault(c => c.Name.ToUpper() == "BREAD");

            if (breadInRoom != null) // I have exposed the bread, but I could not USE it because I had no space in the inventory
            {
                Console.Clear();
                GFXText.PrintTextWithHighlights("Try to pickup [Bread] before using it.\n\n", 2, 2, true);
            }
            else
            {
                Console.WriteLine("Cannot use {0}", item);
            }
            // End of logic for using items in inventory
        }
예제 #17
0
        // Use() is overloaded
        //public void Use(INames item, Door door)
        //{

        //}

        public string Use(INames item1, INames item2)
        {
            // Check if item1/2 is door also

            return($" return a message to the Game Handler");
        }
예제 #18
0
파일: Door.cs 프로젝트: PROG17/Grupp-M
        }                                                       // A door show a description when INSPECTED

        // Constructor
        // the values in the param list must be constrained to the enum above

        public Door(DStatus stat, INames opener)
        {
            // Position = pos;
            Status        = stat;
            CanBeOpenWith = opener;
        }
예제 #19
0
 public Members(INames names, IMemberOrder order)
 {
     _names = names;
     _order = order;
 }
예제 #20
0
 /// <summary>
 /// Initializes a new instance of the <see cref="JHopkinsRowProcessor"/> class.
 /// </summary>
 /// <param name="namesService">Names service to translate name and abbreviations.</param>
 /// <param name="statsProvider">Statistical provider to generate key.</param>
 /// <param name="logger">A <see cref="ILogger"/> instance.</param>
 public JHopkinsRowProcessor(INames namesService, IStatsProvider statsProvider, ILogger logger) : base(statsProvider, logger)
 {
     _namesService = namesService;
 }
예제 #21
0
 /// <summary>
 /// Initializes a new instance of the <see cref="T:ExtendedXmlSerializer.ExtensionModel.Content.Members.MemberPropertiesExtension"/> class.
 /// </summary>
 /// <param name="defaultNames">The default names.</param>
 /// <param name="defaultMemberOrder">The default member order.</param>
 public MemberPropertiesExtension(INames defaultNames, IParameterizedSource <MemberInfo, int> defaultMemberOrder)
     : this(new Dictionary <MemberInfo, string>(), new Dictionary <MemberInfo, int>(), defaultNames,
            defaultMemberOrder)
 {
 }