public int Index; // the index inside the inventory at which the event happened public InventoryEvent(InventoryEventType eventType, InventorySlot slot, string targetInventoryName, InventoryItem eventItem, int quantity, int index) { InventoryEventType = eventType; Slot = slot; TargetInventoryName = targetInventoryName; EventItem = eventItem; Quantity = quantity; Index = index; }
public static void Trigger(InventoryEventType eventType, InventorySlot slot, string targetInventoryName, InventoryItem eventItem, int quantity, int index) { e.InventoryEventType = eventType; e.Slot = slot; e.TargetInventoryName = targetInventoryName; e.EventItem = eventItem; e.Quantity = quantity; e.Index = index; EventManager.TriggerEvent(e); }
public void AssemblerCorrectlyWritesInventoryEventTypeDto() { var inventoryEventType = new InventoryEventType(); inventoryEventType.EventType = Constants.InventoryEventTypes.RECEIPT_FROM_VENDOR; var invEventTypeDto = _assembler.WriteDto(inventoryEventType); Assert.IsNotNull(invEventTypeDto); Assert.AreEqual(inventoryEventType.EventType, invEventTypeDto.EventType); }
public InventoryEventTypeDto WriteDto(InventoryEventType inventoryEventType) { if (inventoryEventType == null) throw new ArgumentNullException(); var invEventTypeDto = new InventoryEventTypeDto(); invEventTypeDto.EventType = inventoryEventType.EventType; return invEventTypeDto; }
public void Save(InventoryEventType inventoryEventType) { using (var session = ObjectFactory.GetInstance<IMySessionFactory>().OpenSession()) using (var transaction = session.BeginTransaction()) { try { session.SaveOrUpdate(inventoryEventType); session.Flush(); transaction.Commit(); } catch (Exception) { transaction.Rollback(); throw; } } }
/** * <summary>Triggers either the OnInventoryAdd, OnInventoryRemove, OnInventorySelect or OnInventoryDeselect events.<summary> * <param name = "invItem">The inventory item that was manipulated</param> * <param name = "inventoryEventType">How the inventory item was manipulated (Add, Remove, Select, Deselect)</param> * <param name = "amount">How many instances of the inventory item were affected, if appropriate</param> */ public void Call_OnChangeInventory(InvItem invItem, InventoryEventType inventoryEventType, int amount = 1) { if (invItem == null) { return; } if (inventoryEventType == InventoryEventType.Add && OnInventoryAdd != null) { OnInventoryAdd(invItem, amount); } else if (inventoryEventType == InventoryEventType.Remove && OnInventoryRemove != null) { OnInventoryRemove(invItem, amount); } else if (inventoryEventType == InventoryEventType.Select && OnInventorySelect != null) { OnInventorySelect(invItem); } else if (inventoryEventType == InventoryEventType.Deselect && OnInventoryDeselect != null) { OnInventoryDeselect(invItem); } }
public void Setup() { _mockSessionFactory = new Mock<IMySessionFactory>(); _mockSettingsFactory = new Mock<ISettingsFactory>(); _session = new Mock<ISession>(); _transaction = new Mock<ITransaction>(); _repository = new InventoryEventTypeRepository(); _inventoryEventType = new InventoryEventType(); Bootstrapper.BootstrapStructureMap(); ObjectFactory.Inject(typeof(IMySessionFactory), _mockSessionFactory.Object); ObjectFactory.Inject(typeof(ISettingsFactory), _mockSettingsFactory.Object); _mockSessionFactory.Setup(x => x.OpenSession()).Returns(_session.Object); _session.Setup(x => x.BeginTransaction()).Returns(_transaction.Object); }
public Inventory_GameEvent(InventoryEventType t, Weapons w) { InventoryEventType = t; Weapon = w; }
public ItemData item; // Reference to the item data // Constructor public InventoryEventArgs(InventoryEventType type, ItemData item) { this.type = type; this.item = item; }