public static IUnityInteractiveObject InteractiveFactory(InteractiveType interactableObject) { IUnityInteractiveObject obj; switch (interactableObject) { case InteractiveType.Base: obj = new InteractiveObject(); break; case InteractiveType.Supply: obj = new AmmunitionCrate(); break; case InteractiveType.ObjectiveDescription: obj = new Objective(); break; case InteractiveType.Dialog: obj = new Dialog(); break; default: obj = new InteractiveObject(); break; } return(obj); }
public void Copy(FriendsInfo friend) { if (friend == null) { return; } this.BattlePower = friend.BattlePower; this.SocietyPos = friend.SocietyPos; this.Level = friend.Level; this.RoleId = friend.RoleId; this.Uid = friend.Uid; this.TeamId = friend.TeamId; this.Name = friend.Name; this.SocietyName = friend.Name; this.Honor = friend.Honor; this.Online = friend.Online; this.Interactive = friend.Interactive; this.Intimacy = friend.Intimacy; this.TransferLv = friend.TransferLv; this.VipLv = friend.VipLv; this.MateName = friend.MateName; this.MateUUID = friend.MateUUID; this.BubbleId = friend.BubbleId; this.PhotoFrameId = friend.PhotoFrameId; }
public int GetInteractiveCount(InteractiveType interactiveId) { int interactiveCount; if (interactivesInfo.TryGetValue(interactiveId, out interactiveCount)) { return(interactiveCount); } return(0); }
public bool HasInteractive(InteractiveType interactiveId, int interactiveCount = 1) { int count = 0; if (interactivesInfo.TryGetValue(interactiveId, out count)) { return(count >= interactiveCount); } return(false); }
public void SetInteractive(InteractiveType interactiveId, int interactiveCount) { int count = 0; if (interactivesInfo.TryGetValue(interactiveId, out count)) { interactivesInfo.Remove(interactiveId); } if (interactiveCount > 0) { interactivesInfo.Add(interactiveId, interactiveCount); } SaveInteractiveCount(); }
public void AddInteractive(InteractiveType interactiveId, int interactiveCount = 1) { int count = 0; if (interactivesInfo.TryGetValue(interactiveId, out count)) { interactivesInfo.Remove(interactiveId); } int newCount = count; if (int.MaxValue - interactiveCount > count) { newCount = interactiveCount + count; } interactivesInfo.Add(interactiveId, newCount); SaveInteractiveCount(); }
/// <summary> /// 添加课程互动 /// </summary> /// <param name="userid">会员ID</param> /// <param name="courseid">课程ID</param> /// <param name="replyid">回复ID(评论、提问传0)</param> /// <param name="content">内容</param> /// <param name="type">InteractiveType 类型</param> /// <param name="integral">提问悬赏积分</param> /// <param name="operateIP">操作IP</param> /// <param name="operateID">操作ID</param> /// <param name="result">返回状态 1成功 0不成功</param> /// <returns></returns> public int AddCourseInteraction(string userid, string courseid, int replyid, string content, InteractiveType type, double integral, string operateIP, string operateID,out int result) { return new CourseDAL().AddCourseInteraction(userid, courseid, replyid, content, (int)type, integral, operateIP, operateID, out result); }
/// <summary> /// 获取评论、问题列表 /// </summary> /// <param name="courseid">课程ID 可为空</param> /// <param name="type">InteractiveType 类型</param> /// <param name="pageSize">每页记录数</param> /// <param name="index">页码</param> /// <param name="total">总记录数</param> /// <param name="pages">总页数</param> /// <returns></returns> public static List<Entity.UserInteraction> GetUserInteractions(string courseid, InteractiveType type, int pageSize, int index, out int total, out int pages) { List<Entity.UserInteraction> list = new List<UserInteraction>(); string table = "UserInteraction ui join Users u on ui.UserID=u.UserID"; string columns = "ui.*,u.PetName ,u.PhotoPath"; StringBuilder build = new StringBuilder(); build.Append(" ui.Status <> 9 and ui.IsReply='0' and ui.Type=" + (int)type); if (!string.IsNullOrEmpty(courseid) && courseid != "1") { build.Append(" and ui.CourseID='" + courseid + "'"); } DataTable dt = CommonBusiness.GetPagerData(table, columns, build.ToString(), "ui.ID", pageSize, index, out total, out pages); foreach (DataRow dr in dt.Rows) { UserInteraction model = new UserInteraction(); model.FillData(dr); list.Add(model); } return list; }
//给入口状态的接口 public void SetInteractiveType(InteractiveType interactiveType) { interactive = interactiveType; }