static void Main(string[] args) { List <Street> streets = null; try { streets = Serializations.XMLDeserialize <List <Street> >(path, new Type[] { typeof(List <Street>) }); } catch (IOException ioex) { Console.WriteLine(ioex.Message); } catch (Exception ex) { Console.WriteLine(ex.Message); } var magicHouses = (from str in streets where - str && ~str % 2 != 0 select str).ToArray(); if (magicHouses.Length == 0) { Console.WriteLine("Волшебных домов не обнаружено"); } else { foreach (var str in magicHouses) { Console.WriteLine(str); } } }
public void SetPlayerInventory(List <ShipEquipment> newInventory) { List <int> playerInventoryEquipmentsIndexes = new List <int>(); foreach (ShipEquipment equip in newInventory) { playerInventoryEquipmentsIndexes.Add(equip.GetEquipmentSaveIndex); } playerInventoryEquipments = Serializations.SerializeListOfInt(playerInventoryEquipmentsIndexes); }
public void SetPlayerEquipmentsData(EquipmentsSet equipedEquipments, List <ShipEquipment> inventoryEquipments, int armorAmount, int goldAmount) { PlayerInventory playerInventory = new PlayerInventory(inventoryEquipments); #region Set List <int> playerEquipedEquipmentsIndexes = new List <int>(); if (equipedEquipments.GetHullEquipment != null) { playerEquipedEquipmentsIndexes.Add(equipedEquipments.GetHullEquipment.GetEquipmentSaveIndex); } else { playerEquipedEquipmentsIndexes.Add(-1); } if (equipedEquipments.GetMainWeaponEquipment != null) { playerEquipedEquipmentsIndexes.Add(equipedEquipments.GetMainWeaponEquipment.GetEquipmentSaveIndex); } else { playerEquipedEquipmentsIndexes.Add(-1); } if (equipedEquipments.GetSecondaryWeaponEquipment != null) { playerEquipedEquipmentsIndexes.Add(equipedEquipments.GetSecondaryWeaponEquipment.GetEquipmentSaveIndex); } else { playerEquipedEquipmentsIndexes.Add(-1); } playerEquipedEquipments = Serializations.SerializeListOfInt(playerEquipedEquipmentsIndexes); #endregion #region Inventory List <int> playerInventoryEquipmentsIndexes = new List <int>(); foreach (ShipEquipment equip in inventoryEquipments) { playerInventoryEquipmentsIndexes.Add(equip.GetEquipmentSaveIndex); } playerInventoryEquipments = Serializations.SerializeListOfInt(playerInventoryEquipmentsIndexes); #endregion playerArmorAmout = armorAmount; playerGoldAmount = goldAmount; }
static void Main(string[] args) { int N = GetNumber <int>("Введите количество улиц", x => x > 0); List <Street> streets = new List <Street>(); if (CheckStreetFile(path_in)) { string[] streetsData = File.ReadAllLines(path_in, Encoding.GetEncoding("Windows-1251")); foreach (var street in streetsData) { string[] str = street.Split(new char[] { ' ' }); int number = -1; var nums = (from t in str where int.TryParse(t, out number) select number).ToList(); try { streets.Add(new Street(str[0], nums.ToArray())); } catch (Exception ex) { Console.WriteLine(ex.Message); return; } } } else { FillStreetData(streets, N); } while (N < streets.Count) { streets.RemoveAt(streets.Count - 1); } foreach (var street in streets) { Console.WriteLine(street); } Serializations.XMLSerialize(streets, path_out, new Type[] { typeof(List <Street>) }); }