public override void Initialize(IMainContext context, ComboProvider combo) { _ultMin = context.GetRootMenu().SubMenu("Combo").Item("Combo.MinUltEnemies"); _ultMinHealth = context.GetRootMenu().SubMenu("Combo").Item("Combo.MinUltHealth%"); _ultSave = context.GetRootMenu().SubMenu("Combo").Item("Combo.UltforSave"); base.Initialize(context, combo); }
public MoradorServicesTests(IocFixtureForTests iocFixture) { _iocFixture = iocFixture; _moradorServices = iocFixture.Container.Resolve <IMoradorServices>(); _mainContext = iocFixture.Container.Resolve <IMainContext>(); _apartamentoServices = iocFixture.Container.Resolve <IApartamentoServices>(); }
public AllCRUDTests(IocFixtureForTests iocFixture) { _iocFixture = iocFixture; _mainContext = _iocFixture.Container.Resolve <IMainContext>(); _apartamentoRepository = _iocFixture.Container.Resolve <IBaseRepository <Apartamento> >(); _blocoRepository = _iocFixture.Container.Resolve <IBaseRepository <Bloco> >(); _moradorRepository = _iocFixture.Container.Resolve <IBaseRepository <Morador> >(); }
public BasePlayContext(IScoreContext scoreContext, IMainContext mainContext, IEventContext eventContext, IStudyContext studyContext) { Score = scoreContext; Main = mainContext; Events = eventContext; Study = studyContext; }
public override void Gapcloser(IMainContext context, ComboProvider combo, ActiveGapcloser gapcloser) { if (AntiGapcloser) { SafeCast(() => Spell.Cast(ObjectManager.Player.Position)); } base.Gapcloser(context, combo, gapcloser); }
/// <summary> /// Disposes all external resources. /// </summary> /// <param name="disposing">The dispose indicator.</param> private void Dispose(bool disposing) { if (disposing) { if (this._context != null) { this._context.Dispose(); this._context = null; } } }
/// <summary> /// 获取主键 /// </summary> /// <param name="context"></param> /// <param name="type"></param> /// <returns></returns> public static IProperty FindPrimaryKey(this IMainContext context, Type type) { //找模型实体中标记为主键的属性名 foreach (IProperty property in context.GetProperties(type)) { if (property.IsPrimaryKey()) { return(property); } } //如果没有,则返回Id return(null); }
/// <summary> /// Does it's checks and ignites if all conditions are met. Uses Menu settings /// </summary> /// <param name="context"></param> /// <param name="target"></param> /// <param name="otherDamage">Damage that will hit for sure in the near future, e.g. brand passive</param> /// <param name="otherDamageTime">How much time will pass till the otherDamage applies (checks on healthreg ...)</param> public static void Update(IMainContext context, Obj_AI_Hero target, float otherDamage = 0f, float otherDamageTime = 3f) { if (_ignite == null || !_igniteUsage.GetValue<bool>()) return; if (context.GetOrbwalker().ActiveMode != Orbwalking.OrbwalkingMode.Combo && _igniteOnlyCombo.GetValue<bool>()) return; if (_igniteKillsteal.GetValue<bool>()) { foreach (var enemy in HeroManager.Enemies) UpdateOnHero(enemy, otherDamage, otherDamageTime, _igniteKillsteal.GetValue<bool>()); } else if (target != null) UpdateOnHero(target, otherDamage, otherDamageTime, _igniteKillsteal.GetValue<bool>()); }
public virtual void Update(Orbwalking.OrbwalkingMode mode, IMainContext context, ComboProvider combo, AIHeroClient target) { if (mode == Orbwalking.OrbwalkingMode.None) { return; } if (mode == Orbwalking.OrbwalkingMode.LaneClear && SwitchClearToHarassOnTarget && target != null && HarassEnabled) { mode = Orbwalking.OrbwalkingMode.Mixed; } if (UseManaManager && !ManaManager.CanUseMana(mode)) { return; } switch (mode) { case Orbwalking.OrbwalkingMode.Combo: if (ComboEnabled) { Combo(context, combo, target); } break; case Orbwalking.OrbwalkingMode.LaneClear: if (LaneclearEnabled) { LaneClear(context, combo, target); } break; case Orbwalking.OrbwalkingMode.Mixed: if (HarassEnabled) { Harass(context, combo, target); } break; } }
/// <summary> /// Does it's checks and ignites if all conditions are met. Uses Menu settings /// </summary> /// <param name="context"></param> /// <param name="target"></param> /// <param name="otherDamage">Damage that will hit for sure in the near future, e.g. brand passive</param> /// <param name="otherDamageTime">How much time will pass till the otherDamage applies (checks on healthreg ...)</param> public static void Update(IMainContext context, AIHeroClient target, float otherDamage = 0f, float otherDamageTime = 3f) { if (_ignite == null || !_igniteUsage.GetValue <bool>()) { return; } if (context.GetOrbwalker().ActiveMode != Orbwalking.OrbwalkingMode.Combo && _igniteOnlyCombo.GetValue <bool>()) { return; } if (_igniteKillsteal.GetValue <bool>()) { foreach (var enemy in HeroManager.Enemies) { UpdateOnHero(enemy, otherDamage, otherDamageTime, _igniteKillsteal.GetValue <bool>()); } } else if (target != null) { UpdateOnHero(target, otherDamage, otherDamageTime, _igniteKillsteal.GetValue <bool>()); } }
/// <summary> /// override in sub class to add champion combo logic. for example Garen has a fixed combo, but wants to do W not in order, but when he gets damage. /// In this example you would override Update and have a seperate logic for W instead of adding it to the skill routines. /// </summary> /// <param name="context"></param> public virtual void Update(IMainContext context) { Target = TargetSelector.GetTarget(TargetRange, DamageType); IgniteManager.Update(context, Target); Skills.Sort(); //Todo: check if expensive. Will do that event-based otherwise if (_totalControl) { TotalControl.Update(_orbwalker.ActiveMode, context, this, Target); if (!TotalControl.NeedsControl()) { TotalControl.TryTerminate(_context); _totalControl = false; Update(context); return; } // ReSharper disable once LoopCanBeConvertedToQuery foreach (var skill in Skills.Where(item => item.GetPriority() > TotalControl.GetPriority())) { skill.Update(_orbwalker.ActiveMode, context, this, Target); } } else { foreach (var item in Skills) { if (_cancelUpdate) { _cancelUpdate = false; return; } item.Update(_orbwalker.ActiveMode, context, this, Target); } } }
public AdminController(IMainContext context) { this.context = context; }
public CidRepository(IMainContext context) { _context = context; }
public DataRepositories(IMainContext context) : base(context) { this.Context = context; }
public QueryRepository(IMainContext context) { db = context; }
public EFUnitOfWork(IMainContext context) { db = context; }
/// <summary> /// call to init all stuffs. Menu has to exist at that time /// </summary> /// <param name="context"></param> public virtual void Initialize(IMainContext context) { Skills.ForEach(skill => skill.Initialize(context, this)); _context = context; _orbwalker = context.GetOrbwalker(); }
/// <summary> /// 构造函数,注入需要的接口 /// </summary> /// <param name="mainContext">数据</param> /// <param name="logger"></param> public EntityRepository(IMainContext mainContext, ILogger <TEntity> logger) { _context = mainContext; _logger = logger; }
public Worker(IMainContext context) { db = context; }
/// <summary> /// Initializes a new instance of the UnitOfWork class. /// </summary> /// <param name="context">The object context</param> public UnitOfWork(IMainContext context) { this._context = context; }
public OrderRepository(IMainContext context) { _context = context; }
public ApartamentoServices(IBaseRepository <Apartamento> apartamentoRepository, IMainContext mainContext) { _apartamentoRepository = apartamentoRepository; _mainContext = mainContext; }
public CartItemRepository(IMainContext context) { _context = context; }
public MoradorController(IMoradorServices moradorServices, IMainContext mainContext) { _moradorServices = moradorServices; _mainContext = mainContext; }
public BookRepository(IMainContext context) { db = context; }
public OptionsWindow(IMainContext parentContext) : base(400, 300, 400, 300) { InitializeComponent(); DataContext = new OptionsViewModel(parentContext); }
public ProductRepository(IMainContext context) { _context = context; }
public BlocoServicesTests(IocFixtureForTests iocFixture) { _iocFixture = iocFixture; _blocoServices = _iocFixture.Container.Resolve <IBlocoServices>(); _mainContext = _iocFixture.Container.Resolve <IMainContext>(); }
public EntityRepository(IMainContext context) { _context = context; }
/// <summary> /// Initializes a new instance of the <see cref="MarbleDiagramModel"/> class. /// </summary> /// <param name="name">The name.</param> /// <param name="indexOrder">The index order.</param> /// <param name="mainContext">The main context.</param> public MarbleDiagramModel(string name, double indexOrder, IMainContext mainContext) { //RawItems = new MarbleCollection<MarbleItemViewModel>(); RawItems = new MarbleCollection <MarbleItemViewModel>(); //Items = (CollectionView)CollectionViewSource.GetDefaultView(RawItems); Name = name; IndexOrder = indexOrder; MainContext = mainContext; MainContext.PropertyChanged += RaiseDiagramWidthChanged; SolidColorBrush color = _colors.GetOrAdd(name, n => CreateColor()); Color = color; PositioningStrategies = Enum.GetValues(typeof(MarblePositioningStrategy)) as MarblePositioningStrategy[]; PositioningStrategy = MarblePositioningStrategy.GlobalTime; Height = ITEM_SIZE + 5; #region Actions #region _refreshCommand = new Command(...) _refreshCommand = new Command(param => { Items.Refresh(); ActionBoardVisibility = Visibility.Collapsed; }); #endregion _refreshCommand = new Command(...) #region _globalTimeCommand = new Command(...) _globalTimeCommand = new Command(param => { PositioningStrategy = MarblePositioningStrategy.GlobalTime; ActionBoardVisibility = Visibility.Collapsed; }); #endregion _globalTimeCommand = new Command(...) #region _privateTimeCommand = new Command(...) _privateTimeCommand = new Command(param => { PositioningStrategy = MarblePositioningStrategy.PrivateTime; ActionBoardVisibility = Visibility.Collapsed; }); #endregion _privateTimeCommand = new Command(...) #region _sequenceCommand = new Command(...) _sequenceCommand = new Command(param => { PositioningStrategy = MarblePositioningStrategy.Sequence; ActionBoardVisibility = Visibility.Collapsed; }); #endregion _sequenceCommand = new Command(...) #region _showActions = new Command(...) _showActions = new Command(param => { if (ActionBoardVisibility == Visibility.Visible) { ActionBoardVisibility = Visibility.Collapsed; } else { ActionBoardVisibility = Visibility.Visible; } }); #endregion _showActions = new Command(...) #region _hideActions = new Command(...) _hideActions = new Command(param => { ActionBoardVisibility = Visibility.Collapsed; }); #endregion _hideActions = new Command(...) #endregion Actions }
public UserRepository(IMainContext context) { db = context; }
public override void Gapcloser(IMainContext context, ComboProvider combo, ActiveGapcloser gapcloser) { if (AntiGapcloser) SafeCast(() => Spell.Cast(ObjectManager.Player.Position)); base.Gapcloser(context, combo, gapcloser); }
public BlocoServices(IBaseRepository <Bloco> blocoRepository, IMainContext mainContext) { _blocoRepository = blocoRepository; _mainContext = mainContext; }
public HomeController(IMainContext context) { this.context = context; }
/// <summary> /// RepositoryBaseDao /// </summary> /// <param name="contexto"></param> protected RepositoryBaseDao(IMainContext contexto) { RepositoryContext = contexto; }
public BlocoController(IBlocoServices blocoServices, IMainContext mainContext) { _blocoServices = blocoServices; _mainContext = mainContext; }