private void AddNewTransaction(TransactionDTO transactionResult) { //Add new transaction TransactionDTO transactionAdded = transactionManager.AddNewTransaction(transactionResult); UpdateTransactionView(CastObject.TransactionToTransactionView(transactionAdded)); }
private void GraphicTransactionsChart(DataView dataView) { this.transactionsChart.Series.Clear(); List <DataRowView> dataRowFiltered = new List <DataRowView>(); foreach (DataRowView row in dataView) { dataRowFiltered.Add(row); } var codeGrouping = dataRowFiltered.GroupBy(row => row[nameof(ResumeTransactionDTO.Code)]); foreach (var transactionCodes in codeGrouping) { string groupName = transactionCodes.Key.ToString(); this.transactionsChart.Series.Add(groupName); var dataRows = transactionCodes.Select(x => x).ToList(); foreach (var dateTimeTransaction in dataRows) { DateTime dt = CastObject.ToDateTime(dateTimeTransaction[nameof(ResumeTransactionDTO.Date)]); double amount = CastObject.ToDouble(dateTimeTransaction[nameof(ResumeTransactionDTO.Amount)]); this.transactionsChart.Series[groupName].Points.AddXY(dt, amount); } } }
private void DeleteTransaction(TransactionDTO transactionResult) { transactionManager.DeleteTransaction(transactionResult); TransactionView transactionView = CastObject.TransactionToTransactionView(transactionResult); transactionView.IsDeleted = true; UpdateTransactionView(transactionView); }
private void Button_Delete(object sender, EventArgs e) { foreach (DataGridViewRow row in this.dataGridView1.SelectedRows) { TransactionView transactionSelected = (TransactionView)row.DataBoundItem; TransactionDTO transaction = CastObject.TransactionViewToTransaction(transactionSelected); DeleteTransaction(transaction); } }
protected override IEnumerator CharacterAction() { yield return(new WaitForSeconds(0.1f)); switch (E_CHARIC_STATE) { case E_CHARACTER_STATE.E_WAIT: { //공격 모드 if (bIsMode) { //현재 활성화 된 캐릭터들 중에서 인식 범위 안에 들어온 리스트 들을 반환 ArrayList targetLists = characterManager.FindTarget(this, charicStats.m_fSite); //만약 범위안에 들어온 캐릭터가 1개 이상일 경우 if (targetLists.Count > 0) { //제일 가까운 캐릭터를 반환한다. targetCharacter = (Character)targetLists [0]; //찾은 캐릭터로 이동 CheckCharacterState(E_CHARACTER_STATE.E_TARGET_CHARACTER_MOVE); break; } } //자유 모드 else { //현재 활성화 된 캐릭터들 중에서 인식 범위 안에 들어온 리스트 들을 반환 ArrayList targetLists = characterManager.FindTarget(this, charicStats.m_fAttack_Range); //만약 범위안에 들어온 캐릭터가 1개 이상일 경우 if (targetLists.Count > 0) { //제일 가까운 캐릭터를 반환한다. targetCharacter = (Character)targetLists [0]; //찾은 캐릭터로 이동 CheckCharacterState(E_CHARACTER_STATE.E_ATTACK); break; } } } break; case E_CHARACTER_STATE.E_WALK: { //현재 활성화 된 캐릭터들 중에서 인식 범위 안에 들어온 리스트 들을 반환 ArrayList targetLists = characterManager.FindTarget(this, charicStats.m_fSite); //만약 범위안에 들어온 캐릭터가 1개 이상일 경우 if (targetLists.Count > 0) { //제일 가까운 캐릭터를 반환한다. targetCharacter = (Character)targetLists [0]; //찾은 캐릭터로 이동 CheckCharacterState(E_CHARACTER_STATE.E_TARGET_CHARACTER_MOVE); break; } transform.Translate(Vector3.left * charicStats.m_fMoveSpeed * Time.deltaTime); } break; case E_CHARACTER_STATE.E_TARGET_CHARACTER_MOVE: { //현재 활성화 된 캐릭터들 중에서 인식 범위 안에 들어온 리스트 들을 반환 ArrayList targetLists = characterManager.FindTarget(this, charicStats.m_fSite); //만약 범위안에 들어온 캐릭터가 1개 이상일 경우 if (targetLists.Count > 0) { //제일 가까운 캐릭터를 반환한다. targetCharacter = (Character)targetLists [0]; } else { targetCharacter = null; } //타겟 캐릭터가 도중에 없어졌을 경우 if (targetCharacter == null) { CheckCharacterState(E_CHARACTER_STATE.E_WAIT); break; } //캐릭터 레이어를 재정렬 characterManager.SortingCharacterLayer(); transform.position = Vector3.MoveTowards(transform.position, targetCharacter.transform.position, Time.deltaTime * charicStats.m_fMoveSpeed); //공격 범위안에 들어왔을 경우 if (Vector3.Distance(transform.position, targetCharacter.transform.position) < charicStats.m_fAttack_Range) { CheckCharacterState(E_CHARACTER_STATE.E_ATTACK); } } break; case E_CHARACTER_STATE.E_ATTACK: { m_fAttackTime += Time.deltaTime; //현재 활성화 된 캐릭터들 중에서 인식 범위 안에 들어온 리스트 들을 반환 ArrayList targetLists = characterManager.FindTarget(this, charicStats.m_fAttack_Range); //만약 범위안에 들어온 캐릭터가 1개 이상일 경우 if (targetLists.Count > 0) { //제일 가까운 캐릭터를 반환한다. targetCharacter = (Character)targetLists [0]; } else { targetCharacter = null; } //타겟 캐릭터가 도중에 없어졌을 경우 if (targetCharacter == null) { CheckCharacterState(E_CHARACTER_STATE.E_WAIT); yield break; } //공격 시 if (m_fAttackTime >= charicStats.m_fAttackSpeed) { m_fAttackTime = 0.0f; animator.SetTrigger("Attack"); nActiveSkillIndex = -1; Attack(); } } break; case E_CHARACTER_STATE.E_CAST: { m_fCastTime += Time.deltaTime; if (m_fMaxCastTime < m_fCastTime) { m_fCastTime = 0.0f; base.PlayActiveSkill(nActiveSkillIndex, false); CastObject.SetActive(false); CheckCharacterState(E_CHARACTER_STATE.E_WAIT); } } break; case E_CHARACTER_STATE.E_DEAD: { alphaColor.a = Mathf.Lerp(spriteRender.color.a, 0, m_fDisableSpeed * Time.deltaTime); spriteRender.color = alphaColor; if (spriteRender.color.a == 0.0f) { characterManager.Remove(this); } } break; } }
public List <ResumeTransactionDTO> GetAllTransactions() { ResumeTransactionDTO transactionsResume = new ResumeTransactionDTO(); OutlayAPIManager managerAPI = null; try { managerAPI = new OutlayAPIManager(); List <TransactionDTO> transactions = managerAPI.GetAllTransactions(); List <ResumeTransactionDTO> listResume = transactions.Select(value => CastObject.ToResumeTransaction(value)) .ToList(); return(listResume); } catch (Exception e) { throw new Exception("Error while procesing resume by code", e); } finally { managerAPI?.Dispose(); } }
private void ModifyTransaction(TransactionDTO transactionResult) { TransactionDTO transactionModified = transactionManager.ModifyTransaction(transactionResult); UpdateTransactionView(CastObject.TransactionToTransactionView(transactionModified)); }