public static void DefineOrUpdateProperty(scene_property p) { if (p != null) { using (zvsEntities2 db = new zvsEntities2(zvsEntityControl.GetzvsConnectionString)) { scene_property existing_property = db.scene_property.FirstOrDefault(ep => ep.name == p.name); if (existing_property == null) { db.scene_property.AddObject(p); } else { //Update existing_property.friendly_name = p.friendly_name; existing_property.description = p.description; existing_property.value_data_type = p.value_data_type; existing_property.defualt_value = p.defualt_value; foreach (var option in db.scene_property_option.Where(o => o.scene_property_id == existing_property.id).ToArray()) { db.DeleteObject(option); } foreach (scene_property_option spo in p.scene_property_option) existing_property.scene_property_option.Add(new scene_property_option { option = spo.option }); } db.SaveChanges(); } } }
public override void Initialize() { scene_property hotkeypropert = new scene_property { name = "GLOBALHOTKEY", friendly_name = "Global Hotkey", description = "Hotkey that will activate this scene.", defualt_value = "None", value_data_type = (int)Data_Types.LIST }; foreach (string option in Enum.GetNames(typeof(CustomHotKeys))) { hotkeypropert.scene_property_option.Add(new scene_property_option { option = option.Replace('_', '+') }); } scene_property.DefineOrUpdateProperty(hotkeypropert); }
/// <summary> /// Deprecated Method for adding a new object to the scene_property EntitySet. Consider using the .Add method of the associated ObjectSet<T> property instead. /// </summary> public void AddToscene_property(scene_property scene_property) { base.AddObject("scene_property", scene_property); }
/// <summary> /// Create a new scene_property object. /// </summary> /// <param name="id">Initial value of the id property.</param> /// <param name="friendly_name">Initial value of the friendly_name property.</param> /// <param name="defualt_value">Initial value of the defualt_value property.</param> /// <param name="value_data_type">Initial value of the value_data_type property.</param> public static scene_property Createscene_property(global::System.Int64 id, global::System.String friendly_name, global::System.String defualt_value, global::System.Int64 value_data_type) { scene_property scene_property = new scene_property(); scene_property.id = id; scene_property.friendly_name = friendly_name; scene_property.defualt_value = defualt_value; scene_property.value_data_type = value_data_type; return scene_property; }