public void Add(MCEntity me) { switch (me.Type) { default: if (Database.Blocks.Any(p => p.Code == me.Code)) { // 如果数据库中已经存在 // 保存新值 Database.Blocks.Single(p => p.Code == me.Code).Reset(me); } else { // 不存在, 则添加新值 Database.Blocks.Add(me); } break; case EntityType.Item: if (Database.Items.Any(p => p.Code == me.Code)) { // 如果数据库中已经存在 // 保存新值 Database.Items.Single(p => p.Code == me.Code).Reset(me); } else { // 不存在, 则添加新值 Database.Items.Add(me); } break; } }
public void Reset(MCEntity e) { this.Icon = e.Icon; this.Name = e.Name; this.Code = e.Code; this.Dex = e.Dex; this.Type = e.Type; }
public void Remove(MCEntity e) { if (Blocks.Any(p => p.Code == e.Code)) { var i = Blocks.Single(p => p.Code == e.Code); Blocks.Remove(i); } if (Items.Any(p => p.Code == e.Code)) { var i = Items.Single(p => p.Code == e.Code); Items.Remove(i); } }