public IHttpActionResult PutOtherSkills(int id, OtherSkills otherSkills) { if (!ModelState.IsValid) { return(BadRequest(ModelState)); } if (id != otherSkills.id) { return(BadRequest()); } db.Entry(otherSkills).State = EntityState.Modified; try { db.SaveChanges(); } catch (DbUpdateConcurrencyException) { if (!OtherSkillsExists(id)) { return(NotFound()); } else { throw; } } return(StatusCode(HttpStatusCode.NoContent)); }
private void OnSkillShapeChanged() { OtherSkills.RefreshTemplate("NormalSkillTemplateSelector"); ItemSkills.RefreshTemplate("NormalSkillTemplateSelector"); // NOTE: the above can't be done for fixed skill ICs, // because they use ControlTemplate and not DataTemplate RefreshControlTemplate(MainSkills); RefreshControlTemplate(SecSkills); }
public void ClearSkills() { ShortSkills.Clear(); LongSkills.Clear(); MainSkills.Clear(); SecondarySkills.Clear(); OtherSkills.Clear(); ItemSkills.Clear(); HiddenSkills.Clear(); }
public IHttpActionResult GetOtherSkills(int id) { OtherSkills otherSkills = db.OtherSkills.Find(id); if (otherSkills == null) { return(NotFound()); } return(Ok(otherSkills)); }
public IHttpActionResult PostOtherSkills(OtherSkills otherSkills) { if (!ModelState.IsValid) { return(BadRequest(ModelState)); } db.OtherSkills.Add(otherSkills); db.SaveChanges(); return(CreatedAtRoute("DefaultApi", new { id = otherSkills.id }, otherSkills)); }
public IHttpActionResult DeleteOtherSkills(int id) { OtherSkills otherSkills = db.OtherSkills.Find(id); if (otherSkills == null) { return(NotFound()); } db.OtherSkills.Remove(otherSkills); db.SaveChanges(); return(Ok(otherSkills)); }
public void AddFreelancerSkills(JobSkills JobSkill) { List <OtherSkills> ListOfSkills = new List <OtherSkills>(); foreach (var item in JobSkill.listOfSkills) { OtherSkills newSkill = new OtherSkills { skill_name = item }; ListOfSkills.Add(newSkill); } job JobObj = context.job.FirstOrDefault(f => f.ID == JobSkill.JobId); JobObj.OtherSkills = ListOfSkills; context.SaveChanges(); }
public void ClearSkills() { ShortSkills.ToList().ForEach(sk => sk.Dispose()); LongSkills.ToList().ForEach(sk => sk.Dispose()); MainSkills.ToList().ForEach(sk => sk.Dispose()); SecondarySkills.ToList().ForEach(sk => sk.Dispose()); OtherSkills.ToList().ForEach(sk => sk.Dispose()); ItemSkills.ToList().ForEach(sk => sk.Dispose()); ShortSkills.Clear(); LongSkills.Clear(); MainSkills.Clear(); SecondarySkills.Clear(); OtherSkills.Clear(); ItemSkills.Clear(); HiddenSkills.Clear(); }
private void FixedMode_Remove(Skill sk) { //sk.SetDispatcher(Dispatcher); if (!SettingsHolder.CooldownWindowSettings.Enabled) { return; } var skill = MainSkills.ToSyncList().FirstOrDefault(x => x.Skill.IconName == sk.IconName); if (skill != null) { skill.Refresh(sk.Id, 0, CooldownMode.Normal); return; } skill = SecondarySkills.ToSyncList().FirstOrDefault(x => x.Skill.IconName == sk.IconName); if (skill != null) { skill.Refresh(sk.Id, 0, CooldownMode.Normal); return; } var item = ItemSkills.ToSyncList().FirstOrDefault(x => x.Skill.IconName == sk.IconName); if (item != null) { ItemSkills.Remove(item); item.Dispose(); return; } try { var otherSkill = OtherSkills.ToSyncList().FirstOrDefault(x => x.Skill.Name == sk.Name); if (otherSkill != null) { OtherSkills.Remove(otherSkill); otherSkill.Dispose(); } } catch { // ignored } }
private void FixedMode_Change(Skill sk, uint cd) { if (!SettingsHolder.CooldownWindowSettings.Enabled) { return; } if (SettingsHolder.ClassWindowSettings.Enabled && ClassManager.ChangeSpecialSkill(sk, cd)) { return; } var hSkill = HiddenSkills.ToSyncList().FirstOrDefault(x => x.Skill.IconName == sk.IconName); if (hSkill != null) { return; } var skill = MainSkills.ToSyncList().FirstOrDefault(x => x.Skill.IconName == sk.IconName); if (skill != null) { skill.Refresh(sk.Id, cd, CooldownMode.Normal); return; } skill = SecondarySkills.ToSyncList().FirstOrDefault(x => x.Skill.IconName == sk.IconName); if (skill != null) { skill.Refresh(sk.Id, cd, CooldownMode.Normal); return; } try { var otherSkill = OtherSkills.ToSyncList().FirstOrDefault(x => x.Skill.Name == sk.Name); //TODO: shouldn't this check on IconName??? //OtherSkills.Remove(otherSkill); otherSkill?.Refresh(sk.Id, cd, CooldownMode.Normal); } catch { // ignored } }
private void FixedMode_Change(Skill sk, uint cd) { if (!Settings.CooldownWindowSettings.Enabled) { return; } if (Settings.ClassWindowSettings.Enabled && ClassManager.ChangeSpecialSkill(sk, cd)) { return; } var hSkill = HiddenSkills.ToSyncArray().FirstOrDefault(x => x.IconName == sk.IconName); if (hSkill != null) { return; } var skill = MainSkills.ToSyncArray().FirstOrDefault(x => x.Skill.IconName == sk.IconName); if (skill != null) { skill.Refresh(cd); return; } skill = SecondarySkills.ToSyncArray().FirstOrDefault(x => x.Skill.IconName == sk.IconName); if (skill != null) { skill.Refresh(cd); return; } try { var otherSkill = OtherSkills.ToSyncArray().FirstOrDefault(x => x.Skill.Name == sk.Name); //OtherSkills.Remove(otherSkill); otherSkill?.Refresh(cd); } catch { // ignored } }
public void ClearSkills() { Dispatcher.BeginInvoke(new Action(() => { ShortSkills.ToList().ForEach(sk => sk.Dispose()); LongSkills.ToList().ForEach(sk => sk.Dispose()); MainSkills.ToList().ForEach(sk => sk.Dispose()); SecondarySkills.ToList().ForEach(sk => sk.Dispose()); OtherSkills.ToList().ForEach(sk => sk.Dispose()); ItemSkills.ToList().ForEach(sk => sk.Dispose()); ShortSkills.Clear(); LongSkills.Clear(); MainSkills.Clear(); SecondarySkills.Clear(); OtherSkills.Clear(); ItemSkills.Clear(); HiddenSkills.Clear(); })); }