private void ListSubscribers_SelectionChanged(object sender, System.Windows.Controls.SelectionChangedEventArgs e) { if (this.listSubscribers.SelectedItem is CharacterInfoModel selectItem) { this.btnSave.Visibility = Visibility.Hidden; this.btnEdit.Visibility = Visibility.Visible; this.btnDelete.Visibility = Visibility.Visible; this.btnCancel.Visibility = Visibility.Visible; this.txtNickname.Text = selectItem.Nickname; this.numCombatPower.Value = selectItem.CombatPower; this.comboJob.SelectedValue = selectItem.JobType; this.checkOnlyDefence.IsChecked = selectItem.IsOnlyDefence; this.checkEliteExcept.IsChecked = selectItem.IsEliteExclusion; if (selectItem.PartyGroup > 0) { this.checkPartyGroup.IsChecked = true; this.numParityGroup.Visibility = Visibility.Visible; this.numParityGroup.Value = selectItem.PartyGroup; } else { this.checkPartyGroup.IsChecked = false; this.numParityGroup.Visibility = Visibility.Collapsed; this.numParityGroup.Value = null; } this._selectCharacterInfo = selectItem; } }
/* * Contructor for Masterpage, initialize all components and BindingContext * * PARAM * page: encapsulate page * user: encapsulate user * items: encapsulate items * weapon: encapsulate weapon * truth: encapsulate truth * mainpage: encapsulate mainpage * ContentPage: encapsulate display * * RETURNS Nothing */ public MasterPageViewModel(Page page, UserModel user, InventoryItemsModel items, WeaponInfoModel weapon, logged truth, MasterPageView mainpage, ContentPage display, DungeonView dungeon, ItemInfoModel ItemInv, ShopModel Shop, CharacterInfoModel Characters) { this.page = page; this.user = user; this.items = items; this.truth = truth; this.weapon = weapon; this.ItemInv = ItemInv; this.Characters = Characters; this.mainpage = mainpage; this.dungeon = dungeon; this.Shop = Shop; weapon.SetWeaponAsync(display, UserModel.CheckForstring(items.Localfile, "Equipped:")); Tasks_Clicked = new Command(async() => await TaskNavAsync()); Inventory_Clicked = new Command(async() => await InventoryNavAsync()); Dungeon_Clicked = new Command(async() => await DungeonNavAsync()); About_Clicked = new Command(async() => await AboutNavAsync()); Settings_Clicked = new Command(async() => await SettingsNavAsync()); Stats_Clicked = new Command(async() => await StatsNavAsync()); Shop_Clicked = new Command(async() => await ShopNavAsync()); PageOn = new PageOpenModel(); PageOn.Tasks = true; dungeon.Shop = this.Shop; }
public async Task <bool> PushCharacter(CharacterInfoModel characterInfo) { var json = JsonConvert.SerializeObject(characterInfo); var httpContent = new StringContent(json, System.Text.Encoding.UTF8, "application/json"); var result = (await _httpClient.PostAsync("people/", httpContent)).StatusCode != System.Net.HttpStatusCode.OK ? false : true; Debug.WriteLine("Http client use for Post"); return(result); }
public async Task <bool> PushCharacter(CharacterInfoModel characterInfo) { var message = await Api.PushCharacter(characterInfo); Debug.WriteLine("Rest API use for Post"); if (message.IsSuccessStatusCode) { return(true); } return(false); }
logged truth = new logged();// Used for telling threads of the application to stop running whenever this is false /* * Initialize all components and classes for traversing through both details page and masterpage * PARAM * user: the user data * items: the items data * RETURNS Nothing */ public AddView(UserModel user, InventoryItemsModel items, StatsModel stats) { InitializeComponent(); WeaponInfoModel weapon = new WeaponInfoModel(items); ItemInfoModel Invitem = new ItemInfoModel(items); CharacterInfoModel Characters = new CharacterInfoModel(items, user.LocalLogin); ShopModel Shop = new ShopModel(items); DungeonModel realDungeon = new DungeonModel(); Xamarin.Forms.NavigationPage.SetHasNavigationBar(this, false); DungeonView dungeon = new DungeonView(user, items, weapon, Invitem, stats, false, realDungeon); this.Detail = new NavigationPage(new TasksView(user, items, truth, dungeon, new InventoryView(items, weapon, user, Invitem, Characters))); // Set Detailspage arguments with user information and truth value. this.Master = new MasterPageView(Detail, user, items, weapon, truth, dungeon, Invitem, Shop, Characters); // set the masterpage information with user, items, and truth values. }
private void BtnEdit_Click(object sender, RoutedEventArgs e) { if (_selectCharacterInfo != null) { if (Validate(out string nickname) == true) { this._characterList.Remove(_selectCharacterInfo); var beforeCombat = _selectCharacterInfo.CombatPower; _selectCharacterInfo = CreateCharacterInfoModel(nickname); _selectCharacterInfo.BeforeCombatPower = beforeCombat; this._characterList.Add(_selectCharacterInfo); Clear(); _taskQueue.Enqueue(FileSave); } } }
private CharacterModel Character(string characterId, CharacterInfoModel characterInfo) { var characterPath = characterInfo.Response.Character.Data; CharacterModel character = new CharacterModel { Id = long.Parse(characterId), Light = characterPath.Light.ToString(), Class = characterPath.ClassType == 0 ? "Titan" : characterPath.ClassType == 1 ? "Hunter" : "Warlock", Race = characterPath.RaceType == 0 ? "Human" : characterPath.RaceType == 1 ? "Awoken" : "Exo", Emblem = "https://www.bungie.net" + characterPath.EmblemPath, EmblemBG = "https://www.bungie.net" + characterPath.EmblemBackgroundPath }; return(character); }
public ShopViewModel(ShopModel items, ItemInfoModel Inv, WeaponInfoModel Weapon, CharacterInfoModel Characters, UserModel user, bool test = false) { Gold = UserModel.CheckForstring(items.Inv.Localfile, "Gold:"); Keys = UserModel.CheckForstring(items.Inv.Localfile, "Keys:"); Character = user.Character; this.items = items; this.Inv = Inv; this.Weapon = Weapon; this.Characters = Characters; if (!test) { Volumes = new ObservableCollection <ItemModel>(); Task.Run(async() => { await CreateLists(items, Volumes); }); } }
private void Clear() { txtNickname.Text = ""; numCombatPower.Value = null; comboJob.SelectedIndex = 0; _selectCharacterInfo = _dummy; listSubscribers.SelectedIndex = -1; checkEliteExcept.IsChecked = false; checkOnlyDefence.IsChecked = false; this.btnSave.Visibility = Visibility.Visible; this.btnEdit.Visibility = Visibility.Hidden; this.btnCancel.Visibility = Visibility.Hidden; this.btnDelete.Visibility = Visibility.Hidden; this.checkPartyGroup.IsChecked = false; this.numParityGroup.Value = null; this.numParityGroup.Visibility = Visibility.Collapsed; }
/* * Constructor for Inventory * PARAM items to be used by the class * RETURNS Nothing */ public InventoryView(InventoryItemsModel items, WeaponInfoModel weapon, UserModel user, ItemInfoModel ItemInv, CharacterInfoModel characters) { tutorial = false; this.items = items; this.weapon = weapon; this.User = user; this.ItemInv = ItemInv; this.pots = ItemInv.pots; this.weapons = weapon.weapons; this.characters = characters.Characters; InitializeComponent(); DisplayInventory(); DisplayKey(); DisplayGold(); DisplayEquipped(); DisplayNoWep(); DisplayNoItem(); Character.Text = User.Character; }
public ShopView(ShopModel items, ItemInfoModel Inv, WeaponInfoModel Weapon, CharacterInfoModel Characters, UserModel user) { InitializeComponent(); BindingContext = new ShopViewModel(items, Inv, Weapon, Characters, user); }
private CharacterInfoModel FindFreeTopCombatPower(Position position, JobGroupType jobGroupType, CharacterInfoModel dealer = null) { for (int i = 0; i < this._sortNonePartyCharacterInfoModels.Count; ++i) { if (this._sortNonePartyCharacterInfoModels[i].JobGroupType == jobGroupType) { if (_includeBattleNickname.Contains(this._sortNonePartyCharacterInfoModels[i].Nickname)) { continue; } else if (position == Position.Elite && this._sortNonePartyCharacterInfoModels[i].IsEliteExclusion) { continue; } else if ((position == Position.Attack || position == Position.Elite) && this._sortNonePartyCharacterInfoModels[i].IsOnlyDefence) { continue; } if (dealer != null) { if (dealer.JobType == this._sortNonePartyCharacterInfoModels[i].JobType) { continue; } } _includeBattleNickname.Add(this._sortNonePartyCharacterInfoModels[i].Nickname); return(this._sortNonePartyCharacterInfoModels[i]); } } return(null); }
/* * Contructor for Masterpage, initialize all components and BindingContext * * PARAM * page: encapsulate page * user: encapsulate user * items: encapsulate items * weapon: encapsulate weapon * truth: encapsulate truth * * RETURNS Nothing */ public MasterPageView(Page page, UserModel user, InventoryItemsModel items, WeaponInfoModel weapon, logged truth, DungeonView dungeon, ItemInfoModel itemInv, ShopModel Shop, CharacterInfoModel Characters) { InitializeComponent(); BindingContext = new MasterPageViewModel(page, user, items, weapon, truth, this, this, dungeon, itemInv, Shop, Characters); }