public static Product ToProduct(this InventoryRow inventoryRow) { DevelopmentStatus status; bool succeeded = Enum.TryParse <DevelopmentStatus>(inventoryRow.Status, true, out status); if (!succeeded) { status = DevelopmentStatus.Prototype; } var product = new Product { Id = inventoryRow.Id, Engineer = inventoryRow.Engineer, Name = inventoryRow.Name, RawMaterial = inventoryRow.RawMaterial, Status = status, DevelopmentStartDate = inventoryRow.DevelopmentStartDate, ExpectedCompletionDate = inventoryRow.ExpectedCompletionDate, Notes = inventoryRow.Notes, ImageSource = inventoryRow.ImageSource }; return(product); }
private void InventoryDataGrid_SelectionChanged(object sender, SelectionChangedEventArgs e) { InventoryRow ir = (InventoryRow)InventoryDataGrid.SelectedItem; DescriptionTextBox.Document.Blocks.Clear(); DescriptionTextBox.Document.Blocks.AddRange(ir.RowItem.Description); }
public InventoryRow AddInventoryRow(int CarID, string Make, string Color, string PetName) { InventoryRow rowInventoryRow = ((InventoryRow)(this.NewRow())); rowInventoryRow.ItemArray = new object[] { CarID, Make, Color, PetName }; this.Rows.Add(rowInventoryRow); return(rowInventoryRow); }
public void Populate() { RealmInventory = DarkestDungeonManager.Campaign.RealmInventory; InventoryRows = new List <InventoryRow>(); int trinketCount = RealmInventory.Trinkets.Count; int rowCount = Mathf.Max(3, trinketCount / 7 + 1); int trinketsLoaded = 0; CurrentCapacity = trinketCount; MaxCapacity = rowCount * 7; for (int i = 0; i < rowCount; i++) { InventoryRow newRow = Instantiate(rowTemplate); newRow.Initialize(this); newRow.onRowEmptied += RealmInventoryWindow_onRowEmptied; newRow.RectTransform.SetParent(trinketBox, false); InventoryRows.Add(newRow); InventorySlots.AddRange(newRow.InventorySlots); for (int j = 0; j < 7; j++) { if (trinketsLoaded != trinketCount) { Trinket trinket = RealmInventory.Trinkets[trinketsLoaded]; newRow.InventorySlots[j].CreateItem(trinket); newRow.ItemAdded(); trinketsLoaded++; } else { break; } } } for (int i = 0; i < InventoryRows.Count; i++) { InventoryRows[i].RowNumber = i + 1; InventoryRows[i].onRowEmptied += RealmInventoryWindow_onRowEmptied; for (int j = 0; j < InventoryRows[i].SlotCount; j++) { InventoryRows[i].InventorySlots[j].onDropIn += RealmInventoryWindow_onDropIn; InventoryRows[i].InventorySlots[j].onDropOut += RealmInventoryWindow_onDropOut; } } UpdateWindow(); }
protected async override void OnNavigatedTo(NavigationEventArgs e) { base.OnNavigatedTo(e); var parameters = e.Parameter.ToString().Split("id="); if (parameters.Length <= 1) { return; } bool isNewItem = false; InventoryRow inventoryRow = null; if (!isNewItem) { inventoryRow = InventoryBLL.Current.GetInventory().FindById(parameters[1]); } isNewItem = (inventoryRow == null); _editItemViewModel = new EditItemViewModel(); if (!isNewItem && inventoryRow != null) { _editItemViewModel.Id = inventoryRow.Id; _editItemViewModel.Engineer = inventoryRow.Engineer; _editItemViewModel.Name = inventoryRow.Name; _editItemViewModel.RawMaterial = inventoryRow.RawMaterial; _editItemViewModel.DevelopmentStartDate = inventoryRow.DevelopmentStartDate; _editItemViewModel.ExpectedCompletionDate = inventoryRow.ExpectedCompletionDate; _editItemViewModel.Notes = inventoryRow.Notes; _editItemViewModel.ImageSource = inventoryRow.ImageSource; } var editItemView = new EditItemView { EditItemViewModel = _editItemViewModel, }; await editItemView.ShowAsync(); }
private InventoryRow AddRow() { InventoryRow newRow = Instantiate(rowTemplate); newRow.Initialize(this); newRow.RectTransform.SetParent(trinketBox, false); InventoryRows.Add(newRow); InventorySlots.AddRange(newRow.InventorySlots); newRow.RowNumber = InventoryRows.Count; MaxCapacity += newRow.SlotCount; newRow.EventRowEmptied += RealmInventoryRowEmptied; for (int j = 0; j < newRow.SlotCount; j++) { newRow.InventorySlots[j].EventDropIn += RealmInventorySlotDropIn; newRow.InventorySlots[j].EventDropOut += RealmInventorySlotDropOut; } return(newRow); }
private void AddInventoryItem(Inventory inventory) { InventoryRow newInventoryRow = dtInventory.NewInventoryRow(); newInventoryRow.Entered_Date = inventory.Entered_Date; newInventoryRow.Scout_Name = inventory.Scout_Name; newInventoryRow.Item_Name = inventory.Item_Name; newInventoryRow.Price = inventory.Price; newInventoryRow.Quantity = inventory.Quantity; newInventoryRow.Total_Price = inventory.Total_Price; newInventoryRow.Notes = inventory.Notes; newInventoryRow.Delete_Row = inventory.Delete_Row; try { dtInventory.AddInventoryRow(newInventoryRow); } catch (Exception ex) { MessageBox.Show(ex.Message); } }
// Use this for initialization void Start() { //This creates a mapping of the inventory system. //This specifically looks for "RowX" then "SlotY" for ( int i = 0; i < this.transform.childCount; i++) { var rowObj = this.transform.GetChild(i); if ( rowObj.name.StartsWith("Row") ) { int rowIndex = int.Parse(rowObj.name.Substring("Row".Length)); var row = new InventoryRow(); row.Slots = new List<global::InventorySlot>(); row.Index = rowIndex; slots.Add(row); for ( int c = 0; c < rowObj.childCount; c++) { var cellObj = rowObj.GetChild(c); if ( cellObj.name.StartsWith("Slot") ) { int cellIndex = int.Parse(cellObj.name.Substring("Slot".Length)); //Create the slot here, attach it to the marker. var slotObj = GameObject.Instantiate(InventorySlot, cellObj.transform.position, Quaternion.identity) as GameObject; slotObj.transform.parent = cellObj.transform; //Create an Invetory slot on the new object: var slot = slotObj.GetComponent<InventorySlot>(); slot.IndexRow = rowIndex; slot.IndexCol = cellIndex; //Name it accordingly: slotObj.name = "Inventory_" + rowIndex + "_" + cellIndex; row.Slots.Add(slot); //The "Equipment" bar is special, it gets shortcut keys! if ( this.gameObject.tag == "Equipment" ) { if ( c < 9 ) { slot.ShortCutKey = KeyCode.Alpha1 + c; } else if ( c == 9 ) { slot.ShortCutKey = KeyCode.Alpha0; } else if ( c == 10 ) { slot.ShortCutKey = KeyCode.Minus; } else if ( c == 11 ) { slot.ShortCutKey = KeyCode.Equals; } } //When the slot is selected, trigger it: slot.OnSelected += (global::InventorySlot obj) => { this.SelectedItem = obj; TriggerSelectionChanged(); }; } } //Sort it and store it: row.Slots.Sort( (obj1, obj2) => { return obj1.IndexCol - obj2.IndexCol; }); } } //Sort it and store it: slots.Sort( (rowA, rowB) => { return rowA.Index - rowB.Index; }); this.Rows = slots.Count; this.Columns = slots[0].Slots.Count; }
public InventoryRowChangeEvent(InventoryRow row, global::System.Data.DataRowAction action) { this.eventRow = row; this.eventAction = action; }
public void RemoveInventoryRow(InventoryRow row) { this.Rows.Remove(row); }
public void AddInventoryRow(InventoryRow row) { this.Rows.Add(row); }