public bool SaveInBD() { try { if (NameMV.Text != NameMVCB.Text) { MaterialValues mv = new MaterialValues { Name = NameMV.Text, Unit = UnitMV.Text, Category = Categorie.Text }; } MaterialValuesAccounting MVA = new MaterialValuesAccounting { }; DB.Save(); return(true); } catch { return(false); } }
private void NameMVCB_SelectionChanged(object sender, SelectionChangedEventArgs e) { NameMV.Text = NameMVCB.Text; MaterialValues mv = DB.db.MaterialValues.Where(w => w.Name == NameMVCB.Text).FirstOrDefault(); UnitMV.Text = mv.Unit; Categorie.Text = mv.Category; }
private ShaderEffectProtoPixel LookupMaterial(FusMaterial m) { if (_matMap.TryGetValue(m, out var sfx)) { return(sfx); } var vals = new MaterialValues(); if (m.HasNormalMap) { vals.NormalMap = m.NormalMap.Texture ?? null; vals.NormalMapIntensity = m.HasNormalMap ? m.NormalMap.Intensity : 0; } if (m.HasAlbedo) { vals.AlbedoColor = m.Albedo.Color; vals.AlbedoMix = m.Albedo.Mix; vals.AlbedoTexture = m.Albedo.Texture ?? null; } if (m.HasEmissive) { vals.EmissiveColor = m.Emissive.Color; vals.EmissiveMix = m.Emissive.Mix; vals.EmissiveTexture = m.Emissive.Texture ?? null; } if (m.HasSpecular) { vals.SpecularColor = m.Specular.Color; vals.SpecularMix = m.Specular.Mix; vals.SpecularTexture = m.Specular.Texture ?? null; vals.SpecularIntensity = m.Specular.Intensity; vals.SpecularShininess = m.Specular.Shininess; } sfx = ShaderCodeBuilder.MakeShaderEffectFromShaderEffectPropsProto( new ShaderEffectProps { MatProbs = { HasAlbedo = m.HasAlbedo, HasAlbedoTexture = m.HasAlbedo && m.Albedo.Texture != null, HasSpecular = m.HasSpecular, HasSpecularTexture = m.HasSpecular && m.Specular.Texture != null, HasEmissive = m.HasEmissive, HasEmissiveTexture = m.HasEmissive && m.Emissive.Texture != null, HasNormalMap = m.HasNormalMap }, MatType = MaterialType.Standard, MatValues = vals }); sfx.Name = m.Name ?? ""; _matMap.Add(m, sfx); return(sfx); }