public void Save() { DbModel.Health = GameVehicle.Health; DbModel.Door1Damage = GameVehicle.IsDoorBroken(1); DbModel.Door2Damage = GameVehicle.IsDoorBroken(2); DbModel.Door3Damage = GameVehicle.IsDoorBroken(3); DbModel.Door4Damage = GameVehicle.IsDoorBroken(4); DbModel.Window1Damage = GameVehicle.IsWindowBroken(1); DbModel.Window2Damage = GameVehicle.IsWindowBroken(2); DbModel.Window3Damage = GameVehicle.IsWindowBroken(3); DbModel.Window4Damage = GameVehicle.IsWindowBroken(4); DbModel.PrimaryColor = GameVehicle.CustomPrimaryColor.ToHex(); DbModel.SecondaryColor = GameVehicle.CustomSecondaryColor.ToHex(); DbModel.EnginePowerMultiplier = GameVehicle.EnginePowerMultiplier; DbModel.NumberPlateStyle = GameVehicle.NumberPlateStyle; DbModel.NumberPlate = GameVehicle.NumberPlate; DbModel.Fuel = GameVehicle.GetSharedData("fuel"); DbModel.FuelConsumption = GameVehicle.GetSharedData("fuelConsumption"); DbModel.Milage = GameVehicle.GetSharedData("milage"); if (_nonDbVehicle) { return; } RoleplayContext ctx = Singletons.RoleplayContextFactory.Create(); using (VehiclesRepository repository = new VehiclesRepository(ctx)) { repository.Update(DbModel); repository.Save(); } }
public bool UpdateVehicle(Vehicles entity) { try { bool isSuccess; using (var repo = new VehiclesRepository()) { isSuccess = repo.Update(entity); } return(isSuccess); } catch (Exception ex) { LogHelper.Log(LogTarget.File, ExceptionHelper.ExceptionToString(ex), true); throw new Exception("BusinessLogic:VehiclesBusiness::UpdateVehicle::Error occured.", ex); } }
public void Trade(bool bank) { if (Getter.HasMoney(Money, bank)) { if (_moneyToGroup && Sender.OnDutyGroup == null) { Sender.SendInfo("Musisz znajdować się na służbie grupy."); return; } if (ItemModel != null) { ChatScript.SendMessageToNearbyPlayers(Sender, $"{Sender.FormatName} podaje przedmiot {Getter.FormatName}", ChatMessageType.ServerMe); ItemModel.Character = Getter.DbModel; RoleplayContext ctx = Singletons.RoleplayContextFactory.Create(); using (ItemsRepository repository = new ItemsRepository(ctx)) { repository.Update(ItemModel); repository.Save(); } } else if (Vehicle != null) { ChatScript.SendMessageToNearbyPlayers(Sender, $"{Sender.FormatName} podaje klucze {Getter.FormatName}", ChatMessageType.ServerMe); Vehicle.Character = Getter.DbModel; RoleplayContext ctx = Singletons.RoleplayContextFactory.Create(); using (VehiclesRepository repository = new VehiclesRepository(ctx)) { repository.Update(Vehicle); repository.Save(); } } else if (Building != null) { ChatScript.SendMessageToNearbyPlayers(Sender, $"{Sender.FormatName} podaje klucze {Getter.FormatName}", ChatMessageType.ServerMe); Building.Character = Getter.DbModel; RoleplayContext ctx = Singletons.RoleplayContextFactory.Create(); using (BuildingsRepository repository = new BuildingsRepository(ctx)) { repository.Update(Building); repository.Save(); } } if (_moneyToGroup) { Sender.OnDutyGroup.AddMoney(Money); } else { Sender.AddMoney(Money, bank); } Getter.RemoveMoney(Money, bank); _action?.Invoke(Getter); } else { Getter.SendWarning(bank ? "Nie posiadasz wystarczającej ilości środków na karcie" : "Nie posiadasz wystarczającej ilości gotówki."); Sender.SendError("Wymiana zakończona niepowodzeniem."); } }