// Used when you want to add avaliable hero to the team in DispalyAndAddToTheTeam private void AddToTeam(int index, Team team) { team.AddCharacter(hero, index); SelectHeroes selectHeroPanel = FindObjectOfType <SelectHeroes>(); selectHeroPanel.PopulatePanel(); selectHeroPanel.gameObject.GetComponent <Animator>().SetTrigger("FadeIn"); GetComponentInParent <Animator>().SetTrigger("FadeOut"); }
public async Task <ActionResult> AddCharacter(string teamId, string characterId, string weaponId, int charLvl, int weaponLvl) { Team team = await _unitOfWork.TeamRepository.GetById(teamId); Character character = await _unitOfWork.CharacterRepository.GetById(characterId); Weapon weapon = await _unitOfWork.WeaponRepository.GetById(weaponId); CharacterWeapon characterWeapon = new CharacterWeapon(charLvl) { Character = character, Weapon = weapon }; characterWeapon.setWeaponPower(weaponLvl); if (team.AddCharacter(characterWeapon)) { await _unitOfWork.SaveChangesAsync(); return(Ok(team)); } return(BadRequest("The maximum Characters per Team is 5.")); }
public async Task <ActionResult> AddTeam(string userId, ICollection <CharacterDto> characters) { if (characters.Count == 0) { return(BadRequest("The team must contain at least one character.")); } Team team = new Team(); foreach (CharacterDto characterDto in characters) { Character character = _mapper.Map <Character>(characterDto); CharacterWeapon characterWeapon = new CharacterWeapon(0) { Character = character }; team.AddCharacter(characterWeapon); } User user = await _unitOfWork.UserRepository.GetById(userId); user.Teams.Add(team); await _unitOfWork.SaveChangesAsync(); return(Ok(characters)); }