public async Task <IHttpActionResult> PutInventoryList(int id, InventoryList inventoryList)
        {
            try
            {
                if (id != inventoryList.InventoryID)
                {
                    return(BadRequest());
                }

                db.Entry(inventoryList).State = EntityState.Modified;

                try
                {
                    await db.SaveChangesAsync();
                }
                catch (DbUpdateConcurrencyException)
                {
                    if (!InventoryListExists(id))
                    {
                        return(NotFound());
                    }
                    else
                    {
                        throw;
                    }
                }

                return(StatusCode(HttpStatusCode.NoContent));
            }
            catch (Exception ex)
            {
                throw new HttpResponseException(HttpStatusCode.NotFound);
            }
        }
    public void SetList()
    {
        if (firstSetList)
        {
            firstSetList = false;
            OnceInventoryModel.Param inventory = MonoBehaviourSingleton <OnceManager> .I.result.inventory;
            equipItemInventory = EquipItemInfo.CreateList(inventory.equipItem);
            MonoBehaviourSingleton <GameSceneManager> .I.SetNotify(GameSection.NOTIFY_FLAG.UPDATE_EQUIP_INVENTORY);

            skillItemInventory = SkillItemInfo.CreateList(inventory.skillItem);
            MonoBehaviourSingleton <GameSceneManager> .I.SetNotify(GameSection.NOTIFY_FLAG.UPDATE_SKILL_INVENTORY);

            skillMaterialInventory = SkillItemInfo.CreateListFromItem(inventory.item);
            abilityItemInventory   = AbilityItemInfo.CreateList(inventory.abilityItem);
            inGameTempItemInventory.Clear();
            equipItemFilterList.Clear();
            itemInventory        = ItemInfo.CreateList(inventory.item);
            abilityItemInventory = InventoryList <AbilityItemInfo, AbilityItem> .CreateList(inventory.abilityItem);

            SetExpiredAtList(inventory.expiredItem);
            MonoBehaviourSingleton <GameSceneManager> .I.SetNotify(GameSection.NOTIFY_FLAG.UPDATE_ITEM_INVENTORY);

            questItemInventory = QuestItemInfo.CreateList(inventory.questItem);
            MonoBehaviourSingleton <GameSceneManager> .I.SetNotify(GameSection.NOTIFY_FLAG.UPDATE_QUEST_ITEM_INVENTORY);

            MonoBehaviourSingleton <QuestManager> .I.needRequestOrderQuestList = true;
        }
    }
        public InventoryScreen(ScreenComponent manager)
            : base(manager, new Point(400, 300))
        {
            Controls.Add(new Panel(manager)
            {
                Position = new Rectangle(20, 20, 360, 40)
            });
            Controls.Add(new Label(manager)
            {
                Text = "Rucksack", Position = new Rectangle(40, 30, 0, 0)
            });

            InventoryList list = new InventoryList(manager)
            {
                Position = new Rectangle(20, 70, 360, 200)
            };

            foreach (var itemGroup in manager.Game.Local.Player.Inventory.GroupBy(i => i.GetType()))
            {
                list.Items.Add(new InventoryItem()
                {
                    Text  = itemGroup.First().Name,
                    Icon  = itemGroup.First().Icon,
                    Count = itemGroup.Count()
                });
            }
            Controls.Add(list);
        }
예제 #4
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        /*
         * Public Methods
         */
        /// <summary>
        /// Searches all items for a specific item.
        /// </summary>
        /// <param name="id">ID of item to search for.</param>
        /// <returns>Item that was found. If none was found, returns null.</returns>
        public Item Find(int id)
        {
            //Search each item
            Item item = InventoryList.Find(i => i.ID == id);

            return(item);
        }
    public InventoryList GetInventoryList(string storeFile)
    {
        JsonReader    jsr = new JsonReader();
        InventoryList il  = (InventoryList)jsr.ReadInventoryFile(storeFile);

        return(il);
    }
        private InventoryList GetInventoryList(SqlDataReader dr, int i)
        {
            InventoryList result = null;

            try
            {
                result          = new InventoryList();
                result.gnum     = i;
                result.itemNo   = Convert.ToString(dr["itemNo"]);
                result.gno      = Convert.ToString(dr["gnoCode"]);
                result.gcode    = Convert.ToString(dr["gCode"]);
                result.gname    = Convert.ToString(dr["gName"]);
                result.gmodel   = Convert.ToString(dr["gModel"]);
                result.barCode  = Convert.ToString(dr["barCode"]);
                result.country  = Convert.ToString(dr["goodsCountryCode"]);
                result.currency = Convert.ToString(dr["goodsCurrency"]);
                result.qty      = Convert.ToSingle(dr["goddsNum"]);
                result.unit     = Convert.ToString(dr["unit1"]);
                result.qty1     = Convert.ToSingle(dr["goddsNum"]);
                result.unit1    = Convert.ToString(dr["unit1"]);
                result.qty2     = Convert.ToSingle(dr["goddsNum"]);
                result.unit2    = Convert.ToString(dr["unit2"]);
                result.price    = Convert.ToSingle(dr["price"]);
                result.total    = Convert.ToSingle(dr["totalAmount"]);
            }
            catch (Exception ex)
            {
                throw new Exception("GetInventoryList Exception : " + ex.ToString());
            }
            return(result);
        }
예제 #7
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 public void GetResult(string itemName)
 {
     InventoryList.Clear();
     Task.Factory.StartNew(() =>
     {
         return(InventoryService.FindItemByName(itemName));
     }).ContinueWith(task =>
     {
         foreach (Inventory result in task.Result)
         {
             var quantityOnEbay     = InventoryService.FindEBayListingQuantity(result.ItemId);
             bool potentialOversold = false;
             if ((result.ExternalQuantity == 0 && result.AmazonQuantity > 0) || (result.ExternalQuantity == 0 && quantityOnEbay > 0))
             {
                 potentialOversold = true;
             }
             var resultDTO = new InventoryDTO
             {
                 ItemID            = result.ItemId,
                 SKU               = result.Sku,
                 Title             = result.Title,
                 Quantity          = result.ExternalQuantity,
                 Price             = result.FixedPrice,
                 QuantityOnEbay    = quantityOnEbay,
                 QuantityOnAmazon  = result.AmazonQuantity,
                 PotentialOversold = potentialOversold
             };
             InventoryList.Add(resultDTO);
         }
     },
                     System.Threading.CancellationToken.None,
                     TaskContinuationOptions.None,
                     TaskScheduler.FromCurrentSynchronizationContext());
 }
예제 #8
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 void Start()
 {
     currentGameState = EGameState.start;
     Initialize();
     InventoryList <string> inventoryList = new
                                            InventoryList <string>();
 }
예제 #9
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        IEnumerator ScrollSelect(int direction)
        {
            if (can_scroll == true)
            {
                can_scroll = false;
                InventoryList[] weapons = ingMg.GetWeapons();
                if (direction == 1)
                {
                    current_index = (current_index == 9999999) ? 0 : current_index + 1;
                }
                else if (direction == -1)
                {
                    current_index = (current_index == 9999999) ? weapons.Length - 1 : current_index - 1;
                }
                if (current_index < 0 || current_index > weapons.Length - 1)
                {
                    EnableHands();
                }
                else
                {
                    InventoryList weapon = ingMg.GetWeaponAtIndex(current_index);
                    if (weapon.id != 9999999)
                    {
                        SelectWeapon(weapon.id);
                    }
                }
                yield return(new WaitForSeconds(scrollSelectDelay));

                can_scroll = true;
            }
            else
            {
                yield return(null);
            }
        }
예제 #10
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    public void PopulateItems(InventoryList inventoryList)
    {
        // don't want to modify the list in place, instead copy and iterate through that
        // it Just Works
        foreach (Transform oldItem in gridHolder.transform.Cast <Transform>().ToArray())
        {
            // Destroy is called after the Update loop, which screws up the first child selection logic
            // so we do this so it's not shown
            Destroy(oldItem.gameObject);
            oldItem.SetParent(null, false);
        }

        List <StoredItem> items = inventoryList.GetAll();

        for (int i = items.Count - 1; i >= 0; i--)
        {
            StoredItem storedItem = items[i];
            GameObject g          = Instantiate(
                itemPaneTemplate,
                Vector2.zero,
                Quaternion.identity,
                gridHolder
                );
            g.GetComponent <ItemPane>().PopulateSelfInfo(storedItem);
        }
        gridHolder.GetComponent <SelectFirstChild>().OnEnable();
    }
        public IHttpActionResult PostInventoryList(InventoryList inventoryList)
        {
            if (!ModelState.IsValid)
            {
                return(BadRequest(ModelState));
            }

            db.InventoryLists.Add(inventoryList);

            try
            {
                db.SaveChanges();
            }
            catch (DbUpdateException)
            {
                if (InventoryListExists(inventoryList.itemID))
                {
                    return(Conflict());
                }
                else
                {
                    throw;
                }
            }

            return(CreatedAtRoute("DefaultApi", new { id = inventoryList.itemID }, inventoryList));
        }
        public IHttpActionResult PutInventoryList(int id, InventoryList inventoryList)
        {
            if (!ModelState.IsValid)
            {
                return(BadRequest(ModelState));
            }

            if (id != inventoryList.itemID)
            {
                return(BadRequest());
            }

            db.Entry(inventoryList).State = EntityState.Modified;

            try
            {
                db.SaveChanges();
            }
            catch (DbUpdateConcurrencyException)
            {
                if (!InventoryListExists(id))
                {
                    return(NotFound());
                }
                else
                {
                    throw;
                }
            }

            return(StatusCode(HttpStatusCode.NoContent));
        }
예제 #13
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        public void UseInventory(Ingredient ingredient)
        {
            var totalIndex = TotalInv.IndexOf(TotalInv.Where(i => i.Name == ingredient.Name).FirstOrDefault());

            if (totalIndex == -1 || TotalInv[totalIndex].Weight < ingredient.Weight)
            {
                Console.WriteLine($"There is not enough {ingredient.Name} in your inventory");
                return;
            }
            var usedWeight = ingredient.Weight;

            while (usedWeight > 0)
            {
                var listIndex = InventoryList.IndexOf(InventoryList.Where(i => i.Name == ingredient.Name).FirstOrDefault());
                if (InventoryList[listIndex].Weight < usedWeight)
                {
                    usedWeight -= InventoryList[listIndex].Weight;
                    InventoryList.RemoveAt(listIndex);
                }
                else
                {
                    InventoryList[listIndex].Weight -= usedWeight;
                    usedWeight = 0;
                }
            }
            AdjustTotalInventory(ingredient);
        }
        /// <summary>
        /// Retrieves list of Inventory objects from SqlCommand, after database query
        /// number of rows retrieved and returned depends upon the rows field value
        /// </summary>
        /// <param name="cmd">The command object to use for query</param>
        /// <param name="rows">Number of rows to process</param>
        /// <returns>A list of Inventory objects</returns>
        private InventoryList GetList(SqlCommand cmd, long rows)
        {
            // Select multiple records
            SqlDataReader reader;
            long          result = SelectRecords(cmd, out reader);

            //Inventory list
            InventoryList list = new InventoryList();

            using ( reader )
            {
                // Read rows until end of result or number of rows specified is reached
                while (reader.Read() && rows-- != 0)
                {
                    Inventory inventoryObject = new Inventory();
                    FillObject(inventoryObject, reader);

                    list.Add(inventoryObject);
                }

                // Close the reader in order to receive output parameters
                // Output parameters are not available until reader is closed.
                reader.Close();
            }

            return(list);
        }
    private void DoSetup()
    {
        InitialFilterSetup();
        runnerEquipButton.interactable = false;
        hackerEquipButton.interactable = false;
        switch (hackerOrRunner)
        {
        case Item.HackerRunner.Runner:
            hackerContext.SetActive(false);
            runnerContext.SetActive(true);
            runnerName.text        = runner.GetRunnerName();
            runnerDescription.text = runner.GetBio();
            currentCardCarosel     = runnerCardCarosel;
            currentInventoryList   = runnerInventoryList;
            foreach (LoadoutSlotBtn button in runnerLoadoutSlotBtns)
            {
                button.SetupButton();
            }
            break;

        case Item.HackerRunner.Hacker:
            runnerContext.SetActive(false);
            hackerContext.SetActive(true);
            hackerName.text        = hacker.GetName();
            hackerDescription.text = hacker.GetBio();
            currentCardCarosel     = hackerCardCarosel;
            SetupActiveHackerSlots();
            currentInventoryList = hackerInventoryList;
            break;
        }

        currentCardCarosel.InitializeToggle();
        SetupInventoryList();
    }
예제 #16
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        private void ConvertListForEditing(InventoryList itmList, ref List <WillowSaveGame.BankEntry> itmBank)
        {
            // Populate itmList with items created from the WillowSaveGame data lists
            itmList.ClearSilent();
            for (int i = 0; i < itmBank.Count; i++)
            {
                List <int> itmBankValues = new List <int>()
                {
                    itmBank[i].Quantity, itmBank[i].Quality, itmBank[i].EquipedSlot, itmBank[i].Level, itmBank[i].Junk, itmBank[i].Locked
                };

                // Store a reference to the parts list
                List <string> parts = itmBank[i].Strings;

                // Detach the parts list from the bank entry.
                itmBank[i].Strings = null;

                // Items have a different part order in the bank and in the backpack
                // Part                Index      Index
                //                   Inventory    Bank
                // Item Grade            0          1
                // Item Type             1          0
                // Body                  2          3
                // Left                  3          4
                // Right                 4          5
                // Material              5          6
                // Manufacturer          6          2
                // Prefix                7          7
                // Title                 8          8

                int itmType = itmBank[i].TypeId - 1;

                // Convert all items into the backpack part order.  Weapons use
                // the same format for both backpack and bank.

                if (itmType == InventoryType.Item)
                {
                    string temp = parts[1];
                    parts[1] = parts[0];
                    parts[0] = temp;
                    temp     = parts[2];
                    parts[2] = parts[3];
                    parts[3] = parts[4];
                    parts[4] = parts[5];
                    parts[5] = parts[6];
                    parts[6] = temp;
                }


                // Create an inventory entry with the re-ordered parts list and add it
                itmList.AddSilent(new InventoryEntry((byte)(itmBank[i].TypeId - 1), parts, itmBankValues));
                //Item/Weapon in bank have their type increase by 1, we reduce TypeId by 1 to manipulate them like other list
            }
            itmList.OnListReload();

            // Release the WillowSaveGame bank data now that the data is converted
            // to the format that the WillowTree UI uses.  It gets recreated at save time.
            itmBank = null;
        }
예제 #17
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    public StockRequestList(string JsonText)
    {
        //Console.WriteLine(JsonText);
        list = JsonConvert.DeserializeObject <List <StockRequest> >(JsonText);

        jsr       = new JsonReader();
        inventory = (InventoryList)jsr.ReadInventoryFile("JSON\\owner_inventory.json");
    }
예제 #18
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    void Start()
    {
        Initialize();
        InventoryList <string> inventoryList = new InventoryList <string>();

        inventoryList.SetItem("Potion");
        Debug.Log(inventoryList.item);
    }
예제 #19
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        /// <summary>
        /// Removes an item from the inventory.
        /// </summary>
        /// <param name="item">Item to remove.</param>
        public void Remove(Item item)
        {
            if (item == null)
            {
                return;
            }

            InventoryList.Remove(item);
        }
예제 #20
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        public ActionResult List(DateTime bDate, DateTime eDate, string SearchType = "", int codeID = 0, string code = "", int codeID2 = 0, decimal lowValue = 0, decimal highValue = 0)
        {
            /*
             * ViewBag.BeginDate = bDate;
             * ViewBag.EndDate = eDate;
             * ViewBag.SearchType = SearchType;
             * ViewBag.CodeID = codeID;
             * ViewBag.Code = code;
             * ViewBag.CodeID2 = codeID2;
             * ViewBag.LowValue = lowValue;
             * ViewBag.HighValue = highValue;
             * */

            IEnumerable <propertyinventory> InventoryList;

            if (SearchType == "AssignedToSearch")
            {
                InventoryList = PropertyInventoryRepository.GetInventoryByAssignTo(code);
            }
            else if (SearchType == "LocationSearch")
            {
                InventoryList = PropertyInventoryRepository.GetInventoryByLocation(code);
            }
            else if (SearchType == "PurchaseDateSearch")
            {
                InventoryList = PropertyInventoryRepository.GetInventoryByPerchaseDateRange(bDate, eDate);
            }
            else if (SearchType == "QuantitySearch")
            {
                InventoryList = PropertyInventoryRepository.GetInventoryByQuantityRange(codeID, codeID2);
            }
            else if (SearchType == "StatusSearch")
            {
                InventoryList = PropertyInventoryRepository.GetInventoryByStatus(code);
            }
            else if (SearchType == "TagSearch")
            {
                InventoryList = PropertyInventoryRepository.GetInventoryByTag(code);
            }
            else if (SearchType == "ValueSearch")
            {
                InventoryList = PropertyInventoryRepository.GetInventoryByValueRange(lowValue, highValue);
            }
            else if (SearchType == "ConditionSearch")
            {
                InventoryList = PropertyInventoryRepository.GetInventoryByCondition(code);
            }
            else
            {
                InventoryList = PropertyInventoryRepository.GetAllPropertyInventory();
            }

            ViewBag.RecordCount = InventoryList.Count();
            GetData();
            return(PartialView(InventoryList));
        }
예제 #21
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    public static InventoryList <EquipItemInfo, EquipItem> CreateList(List <EquipItem> recv_list)
    {
        InventoryList <EquipItemInfo, EquipItem> list = new InventoryList <EquipItemInfo, EquipItem>();

        recv_list.ForEach(delegate(EquipItem o)
        {
            list.Add(o);
        });
        return(list);
    }
예제 #22
0
    public void DisplayPoducts()
    {
        JsonReader    jsr = new JsonReader();
        InventoryList il  = (InventoryList)jsr.ReadInventoryFile("JSON\\owner_inventory.json");

        //InventoryList il = new InventoryList();
        il.PrintItems();
        Console.WriteLine("\nPress Any Key To Continue\n");
        Console.ReadLine();
    }
예제 #23
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        public void RemoveItemTestAddUnSuccesfull()
        {
            // adds successfully
            InventoryItem item = new InventoryItem(new Product("Pepsi", 1.50m), 0);
            var           numberBeforeRemovingItem = InventoryList.First(c => c.Product.Name == "Pepsi").ProductCount;

            removeItem(item);

            Assert.AreEqual((numberBeforeRemovingItem), InventoryList.First(c => c.Product.Name == "Pepsi").ProductCount);
        }
예제 #24
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        public void AddItemTestAddSuccesfully()
        {
            // adds successfully
            InventoryItem item = new InventoryItem(new Product("Pepsi", 1.50m), 2);
            var           numberBeforeAddingItem = InventoryList.First(c => c.Product.Name == "Pepsi").ProductCount;

            addItem(item);

            Assert.AreEqual((numberBeforeAddingItem + 2), InventoryList.First(c => c.Product.Name == "Pepsi").ProductCount);
        }
예제 #25
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    public static InventoryList <T, RECV_DATA> CreateList(List <RECV_DATA> recv_list)
    {
        InventoryList <T, RECV_DATA> list = new InventoryList <T, RECV_DATA>();

        recv_list.ForEach(delegate(RECV_DATA o)
        {
            list.Add(o);
        });
        return(list);
    }
예제 #26
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    private void Start()
    {
        Initialize();
        //implimenting our custom generic class InventoryList
        //all the InventroyList does is print out when a new InventoryList is initialized
        InventoryList <string> inventoryList = new InventoryList <string>();

        inventoryList.SetItem("Potion");
        Debug.Log(inventoryList.item);
    }
예제 #27
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        private async Task OnRemoveInventory(object param)
        {
            if (param is Inventory)
            {
                await inventoryRepo.DeleteInventoryAsync((param as Inventory).Id);

                InventoryList.Remove(InventoryList.FirstOrDefault(x => x.Id == (param as Inventory).Id));
                alertService.Show("Usuwanie towaru", $"Usunięto towar {(param as Inventory).Name}", "Zamknij");
            }
        }
        public IHttpActionResult GetInventoryList(int id)
        {
            InventoryList inventoryList = db.InventoryLists.Find(id);

            if (inventoryList == null)
            {
                return(NotFound());
            }

            return(Ok(inventoryList));
        }
 private InventoryManager()
 {
     equipItemInventory      = new InventoryList <EquipItemInfo, EquipItem>();
     skillItemInventory      = new InventoryList <SkillItemInfo, SkillItem>();
     skillMaterialInventory  = new InventoryList <SkillItemInfo, SkillItem>();
     itemInventory           = new InventoryList <ItemInfo, Item>();
     abilityItemInventory    = new InventoryList <AbilityItemInfo, AbilityItem>();
     inGameTempItemInventory = new List <InGameTempItem>();
     questItemInventory      = new InventoryList <QuestItemInfo, QuestItem>();
     equipItemFilterList     = new Dictionary <uint, EquipItemFilter>();
 }
 private void OnRemoveCommandExecuted()
 {
     for (int i = _inventoryList.Count - 1; i >= 0; i--)
     {
         if (_inventoryList[i].IsSelected)
         {
             _inventoryList.RemoveAt(i);
         }
     }
     AccessionCount = InventoryList.Select(i => i.Item.accession_id).Distinct().Count();
 }
        public InventoryScreen(ScreenComponent manager) 
            : base(manager, new Point(400, 300))
        {
            Controls.Add(new Panel(manager) { Position = new Rectangle(20, 20, 360, 40) });
            Controls.Add(new Label(manager) { Text = "Rucksack", Position = new Rectangle(40, 30, 0, 0) });

            InventoryList list = new InventoryList(manager) { Position = new Rectangle(20, 70, 360, 200) };
            foreach (var itemGroup in manager.Game.Local.Player.Inventory.GroupBy(i => i.GetType()))
            {
                list.Items.Add(new InventoryItem() { 
                    Text = itemGroup.First().Name, 
                    Icon = itemGroup.First().Icon, 
                    Count = itemGroup.Count() });
            }
            Controls.Add(list);
        }
        public string AddInventoryItemDetails([FromBody]classInventoryItemsDetails objItem)
        {
            string IsSuccessOrError = string.Empty;
            string message = string.Empty;

            try
            {

                using (var dbCtx = new InventoryManagementDBEntities())
                {
                    InventoryItemtbl entity = new InventoryItemtbl();
                    entity.DateOfBuying = objItem.DateOfBuying;
                    // entity.InventoryItemId = objItem.IdDetails;
                    entity.InventoryListId = objItem.IdItem;
                    entity.Location = objItem.Location;
                    entity.Price = objItem.Price;
                    entity.Quantity = objItem.Quantity;
                    entity.UnitType = objItem.UnitType;

                    dbCtx.InventoryItemtbls.Add(entity);
                    dbCtx.SaveChanges();

                    List<InventoryItemtbl> obj = dbCtx.InventoryItemtbls.Where(p => p.InventoryListId == objItem.IdItem).ToList<InventoryItemtbl>();
                    int totalPrice = 0;
                    int totalQuantity = 0;

                    foreach (InventoryItemtbl data in obj)
                    {
                        totalQuantity = totalQuantity + Convert.ToInt32(data.Quantity);
                        totalPrice = totalPrice + (Convert.ToInt32(data.Quantity) * Convert.ToInt32(data.Price));
                    }
                    //if (obj != null)
                    //{
                    //    item.IdDetails = obj.InventoryItemId;
                    //    item.IdItem = obj.InventoryListId;
                    //    // item.IdUser = obj.UserId;
                    //    item.Location = obj.Location;
                    //    item.UnitType = obj.UnitType;
                    //    item.Price = obj.Price;
                    //    item.Quantity = obj.Quantity.ToString();
                    //    item.DateOfBuying = obj.DateOfBuying;
                    //    return item;
                    //}

                    InventoryList list = new InventoryList();
                    list.InventoryListId = objItem.IdItem;
                    list.ItemName = objItem.ItemName;
                    list.TotalCost = totalPrice;
                    list.TotalItems = totalQuantity;
                    dbCtx.Entry(list).State = System.Data.Entity.EntityState.Modified;
                    dbCtx.SaveChanges();

                    IsSuccessOrError = "Success";
                    message = "Item has been added successfully.";
                }

                //using (var dbCtxInv = new InventoryManagementDBEntities())
                //{
                //    InventoryList list = new InventoryList();
                //    list.TotalCost = 40000;
                //    var inventoryListsData = dbCtxInv.InventoryLists;
                //    InventoryList inventoryList = inventoryListsData.Where(p => p.InventoryListId == objItem.IdItem).FirstOrDefault<InventoryList>();
                //    list.ItemName = inventoryList.ItemName;
                //    dbCtxInv.Entry(list).State = System.Data.Entity.EntityState.Modified;
                //    dbCtxInv.SaveChanges();
                //}

            }
            catch (Exception ex)
            {
                message = "Error While adding item in Database." + ex.Message + "inner : " + ex.InnerException + "Id : " + objItem.IdItem + "Name : " + objItem.ItemName;
                IsSuccessOrError = "Error";
                return IsSuccessOrError + ";" + message;
            }

            return IsSuccessOrError + ";" + message;
        }
        public string SaveInventoryItemName([FromBody]classItemName objItem)
        {
            string IsSuccessOrError = string.Empty;
            string message = string.Empty;
            string itemName = objItem.itemName;

            try
            {

                using (var dbCtx = new InventoryManagementDBEntities())
                {
                    var inventoryItemDetails = dbCtx.InventoryLists;
                    if (inventoryItemDetails != null)
                    {

                        InventoryList obj = inventoryItemDetails.Where(p => p.ItemName == itemName).FirstOrDefault<InventoryList>();

                        if (obj == null)
                        {

                            InventoryList objInventoryList = new InventoryList();
                            objInventoryList.ItemName = itemName;
                            dbCtx.InventoryLists.Add(objInventoryList);
                            dbCtx.SaveChanges();
                            IsSuccessOrError = "Success";
                        }
                        else
                        {
                            message = "Item is already exists in system.";
                            IsSuccessOrError = "Error";
                        }
                    }

                }

            }
            catch (Exception ex)
            {

                IsSuccessOrError = "Error" + ";" + ex.Message;
                return IsSuccessOrError;
            }

            return IsSuccessOrError + ";" + message;
        }