public async Task <IActionResult> Create([Bind( "ID," + "Name," + "Species," + "Gender," + "Faction," + "Homeworld," + "Background," + "Class," + "PartialClasses," + "Strength," + "StrengthModifierBonus," + "Dexterity," + "DexterityModifierBonus," + "Constitution," + "ConstitutionModifierBonus," + "Intelligence," + "IntelligenceModifierBonus," + "Wisdom," + "WisdomModifierBonus," + "Charisma" + "CharismaModifierBonus,")] Character character) { if (ModelState.IsValid) { _context.Add(character); await _context.SaveChangesAsync(); return(RedirectToAction(nameof(Index))); } return(View(character)); }
public async Task <ActionResult <CharacterItem> > PostCharacterItem(CharacterItem item) { _context.CharacterItems.Add(item); await _context.SaveChangesAsync(); return(CreatedAtAction(nameof(GetCharacterItem), new { id = item.Id }, item)); }
public async Task <IActionResult> PutCharacterItem(long id, CharacterItem characterItem) { if (id != characterItem.Id) { return(BadRequest()); } _context.Entry(characterItem).State = EntityState.Modified; try { await _context.SaveChangesAsync(); } catch (DbUpdateConcurrencyException) { if (!CharacterItemExists(id)) { return(NotFound()); } else { throw; } } return(NoContent()); }
public async Task <ActionResult <Character> > PostCharacter(Character character) { _context.Characters.Add(character); await _context.SaveChangesAsync(); return(CreatedAtAction(nameof(GetCharacter), new { id = character.Id }, character)); }
public async Task <IActionResult> Post([FromBody] string name) { var character = new Character(name); _context.Characters.Add(character); await _context.SaveChangesAsync(); return(CreatedAtRoute("GetChar", new { id = character.Id }, character)); }
public async Task <IActionResult> Create([Bind("ID,Name,Url,Gender,Culture,Born,Died,Father,Mother,Spouse")] Character character) { if (ModelState.IsValid) { _context.Add(character); await _context.SaveChangesAsync(); return(RedirectToAction(nameof(Index))); } return(View(character)); }
public async Task <IActionResult> Create([FromBody] FullCharacter character) { if (!ModelState.IsValid) { return(BadRequest(ModelState)); } Character newCharacter = character.ToCharacter(); _db.Characters.Add(newCharacter); await _db.SaveChangesAsync(); return(Created(newCharacter.Id.ToString(), new HitPointsResult(newCharacter))); }
public void Delete(int id) { var character = _context.Characters.Find(id); _context.Characters.Remove(character); _context.SaveChangesAsync(); }
public static async Task SaveResidence(ResidenceEntity residence) { using (var context = new CharacterContext()) { residence.Save(context); await context.SaveChangesAsync(); } }
public static async Task SavePlayer(Player player) { using (var context = new CharacterContext()) { player.Save(context); await context.SaveChangesAsync(); } }
public async Task Save(IEnumerable <ISaveCharacter> entities) { await using var context = new CharacterContext(config); foreach (ISaveCharacter entity in entities) { entity.Save(context); } await context.SaveChangesAsync(); }
private async Task SetHP(int hp, int tempHP) { var character = await _db.Characters.SingleAsync(); character.CurHitPoints = hp; character.TempHitPoints = tempHP; _db.Characters.Update(character); await _db.SaveChangesAsync(); }
public async Task <int> AddQuoteToCharacterAsync(int characterId, string quoteText) { var character = GetCharacter(characterId); if (character is null) { return(0); } character.AddQuote(quoteText); return(await _context.SaveChangesAsync()); }
public static async Task CreateCharacter(Model.Character character, IEnumerable <ItemEntity> items) { using (var context = new CharacterContext()) { context.Character.Add(character); foreach (var item in items) { item.Save(context); } await context.SaveChangesAsync(); } }
//Look into asyncronous programming to make my code more efficient. public void SaveChangesAsync() { if (_context != null) { _context.SaveChangesAsync(); } if (_spellsContext != null) { _spellsContext.SaveChangesAsync(); } if (_itemsContext != null) { _itemsContext.SaveChangesAsync(); } if (_playableClassContext != null) { _playableClassContext.SaveChangesAsync(); } if (_raceContext != null) { _raceContext.SaveChangesAsync(); } }
public async Task Save(Action <CharacterContext> action) { using var context = new CharacterContext(config); action.Invoke(context); await context.SaveChangesAsync(); }
public async Task Save(ISaveCharacter entity) { await using var context = new CharacterContext(config); entity.Save(context); await context.SaveChangesAsync(); }