public ModelLibrary.ItemCat GetItemCatById(int id) { var itemCtrl = new ItemCtrl(); var itemCatDb = new ItemCatDb(); return(itemCtrl.ConvertItemCatToModel(itemCatDb.GetItemCatById(id))); }
public ModelLibrary.Item GetItemByName(string itemName) { var itemCtrl = new ItemCtrl(); var itemDb = new ItemDb(); return(itemCtrl.ConvertItemToModelWithoutPrice(itemDb.GetItemByName(itemName))); }
public void Delete_Item_Service() { ItemCtrl itemCtrl = new ItemCtrl(); ItemService itemService = new ItemService(); //Setup ModelLibrary.Item rtrnItem = itemService.GetItem(1000000); var isNull = false; //Act itemService.DeleteItem(1000000); //Assert try { itemService.GetItem(1000000); } catch (Exception e) { isNull = true; } Assert.IsTrue(isNull); }
public ModelLibrary.Price GetItemPrice(ModelLibrary.Item item, int menuId, int itemCatId) { ItemCtrl itemCtrl = new ItemCtrl(); var itemo = itemCtrl.ConvertItemToDb(item, menuId, itemCatId); return(itemCtrl.GetItemPrice(1000000)); }
public void UpdateItemCat(ModelLibrary.ItemCat beforeItemCat, ModelLibrary.ItemCat afterItemCat) { JustFeastDbDataContext db = new JustFeastDbDataContext(); ItemCtrl itemCtrl = new ItemCtrl(); itemCtrl.UpdateItemCat(beforeItemCat, afterItemCat); }
// Use this for initialization private void Awake() { if (itemCtrl == null) { itemCtrl = this; } }
void UpdateItem() { Debug.Log("Call"); for (int i = 0; i < GameMgr.Instance.playerMgr.myItem.Count; ++i) { if (GameMgr.Instance.playerMgr.myItem[i]._count > 0) { if (!childDic.ContainsKey(GameMgr.Instance.playerMgr.myItem[i]._name)) { GameObject temp = Instantiate(item, transform) as GameObject; temp.SetActive(true); ItemCtrl myItemCtrl = temp.GetComponent <ItemCtrl>(); temp.transform.localScale = Vector3.one; myItemCtrl.Init(GameMgr.Instance.playerMgr.myItem[i]); childDic.Add(GameMgr.Instance.playerMgr.myItem[i]._name, temp); } else { childDic[GameMgr.Instance.playerMgr.myItem[i]._name].GetComponent <ItemCtrl>().count.text = string.Format("X{0}", GameMgr.Instance.playerMgr.myItem[i]._count); } } else { if (childDic.ContainsKey(GameMgr.Instance.playerMgr.myItem[i]._name)) { Destroy(childDic[GameMgr.Instance.playerMgr.myItem[i]._name]); } } } }
public void Edit_Item_With_Price() { ItemCtrl itemCtrl = new ItemCtrl(); ItemDb itemDb = new ItemDb(); //Setup ItemService itemService = new ItemService(); PriceService priceService = new PriceService(); //Act JustFeastDbDataContext db = new JustFeastDbDataContext(); var testItem = itemService.GetItem(1000000); var testPrice = priceService.GetLatestPrice(1000000); ModelLibrary.Item newItemUpdated = new ModelLibrary.Item { Id = 1000000, Name = "testNameUpdated", Description = "testDescrUpdated", Price = testPrice }; priceService.UpdatePrice(testPrice, 1000000); itemService.UpdateItem(newItemUpdated, 1000000, 1000000); priceService.UpdatePrice(testPrice, 1000000); //Assert Assert.IsFalse(testItem.Name == "testNameUpdated"); }
public ModelLibrary.Item GetItemByNameAndMenuId(string itemName, int menuId) { var itemCtrl = new ItemCtrl(); var itemDb = new ItemDb(); return(itemCtrl.ConvertItemToModel(itemDb.GetItemByNameAndMenu(itemName, menuId))); }
public static ItemCtrl GetInstance() { if (Instance == null) { Instance = new ItemCtrl(); } return(Instance); }
// 아이템을 넣기위해 모든 슬롯을 검사. public bool AddItem(ItemCtrl item) { // 슬롯에 총 개수. int slotCount = ItemAllSlot.Count; // 넣기위한 아이템이 슬롯에 존재하는지 검사. for (int i = 0; i < slotCount; i++) { // 그 슬롯의 스크립트를 가져온다. SlotCtrl slot = ItemAllSlot[i].GetComponent <SlotCtrl>(); // 슬롯이 비어있으면 통과. if (!slot.isSlots()) { continue; } // 슬롯에 존재하는 아이템의 타입과 넣을려는 아이템의 타입이 같고. // 슬롯에 존재하는 아이템의 겹칠수 있는 최대치가 넘지않았을 때. (true일 때) if (slot.ItemReturn().type == item.type) { if (slot.ItemReturn().type.ToString() == "ProofVest") { return(false); } // 슬롯에 아이템을 넣는다. Debug.Log("중복 아이템 추가..!"); slot.AddItem(item, true, slot); return(true); } } // 빈 슬롯에 아이템을 넣기위한 검사. for (int i = 0; i < slotCount; i++) { SlotCtrl slot = ItemAllSlot[i].GetComponent <SlotCtrl>(); // 슬롯이 비어있지 않으면 통과 if (slot.isSlots()) { continue; } if (item.type.ToString() == "ProofVest") { player.armour += 100; player.imgArmourBar.fillAmount = (float)player.armour / (float)player.initArmour; player.send_PlayerHP(player.hp, player.armour); } slot.AddItem(item, false, null); return(true); } // 위에 조건에 해당되는 것이 없을 때 아이템을 먹지 못함. return(false); }
public void AddItem(ItemCtrl item, bool same, SlotCtrl sameSlot) { if (same == true) { if (item.type == 0) { player.bulletCount[0] += 30; sameSlot.ItemReturn().setItemCount(30); // 이미 존재 하면 해당 갯수를 증가한다. } else if ((int)item.type == 1) { player.bulletCount[1] += 30; player.bulletCount[2] += 30; sameSlot.ItemReturn().setItemCount(30); // 이미 존재 하면 해당 갯수를 증가한다. } else if ((int)item.type == 2) { player.bulletCount[3] += 30; sameSlot.ItemReturn().setItemCount(30); // 이미 존재 하면 해당 갯수를 증가한다. } else if ((int)item.type == 3) { sameSlot.ItemReturn().setItemCount(1); // 이미 존재 하면 해당 갯수를 증가한다 } if (player.now_Weapon != -1) { player.weaponText.text = player.reloadBulletCount[player.now_Weapon] + " / " + player.bulletCount[player.now_Weapon]; } } else { if (item.type == 0) { player.bulletCount[0] += 30; } else if ((int)item.type == 1) { player.bulletCount[1] += 30; player.bulletCount[2] += 30; } else if ((int)item.type == 2) { player.bulletCount[3] += 30; } if (player.now_Weapon != -1) { player.weaponText.text = player.reloadBulletCount[player.now_Weapon] + " / " + player.bulletCount[player.now_Weapon]; } slot.Push(item); } UpdateInfo(true, item.DefaultImg); }
public void OnValueChange(Vector2 pos) { if (flag) { return; } if (m_DataSource.Count > 0) { GameObject go = m_DataSource[0].gameObject; float y = m_ContentParent.transform.InverseTransformPoint(go.transform.position).y; ItemCtrl itemCtrl = go.GetComponent <ItemCtrl>(); //向上滑动 if (direction == 1 && (y - itemCtrl.Height) > m_DestroyLine) { //删除顶部一个元素 Destroy(go); m_DataSource.RemoveAt(0); m_Content.localPosition = m_Content.localPosition - new Vector3(0, (itemCtrl.Height + gap), 0); //在底部添加一个元素 int index = Random.Range(0, 3); GameObject newItem = GameObject.Instantiate(m_Prefabs[index]) as GameObject; newItem.transform.SetParent(m_Content.transform); newItem.transform.localScale = Vector3.one; ItemCtrl newItemCtrl = newItem.GetComponent <ItemCtrl>(); GameObject lastItem = m_DataSource[m_DataSource.Count - 1].gameObject; ItemCtrl lastItemCtrl = lastItem.GetComponent <ItemCtrl>(); newItemCtrl.m_Text.text = (lastItemCtrl.m_Index + 1).ToString(); newItemCtrl.m_Index = lastItemCtrl.m_Index + 1; m_DataSource.Add(newItemCtrl); } //向下滑动 if (direction == -1 && (m_Content.localPosition.y < m_DestroyLine)) { if (itemCtrl.m_Index >= 1) { //顶部添加一个元素 int index = Random.Range(0, 3); GameObject newItem = GameObject.Instantiate(m_Prefabs[index]) as GameObject; newItem.transform.SetParent(m_Content.transform); newItem.transform.SetAsFirstSibling(); newItem.transform.localScale = Vector3.one; ItemCtrl newItemCtrl = newItem.GetComponent <ItemCtrl>(); newItemCtrl.m_Text.text = (itemCtrl.m_Index - 1).ToString(); newItemCtrl.m_Index = itemCtrl.m_Index - 1; m_DataSource.Insert(0, newItemCtrl); m_Content.localPosition = m_Content.localPosition + new Vector3(0, (newItemCtrl.Height + gap), 0); //底部删除一个 Destroy(m_DataSource[m_DataSource.Count - 1].gameObject); m_DataSource.RemoveAt(m_DataSource.Count - 1); } } } }
public IEnumerable <ModelLibrary.ItemCat> GetItemCats() { JustFeastDbDataContext db = new JustFeastDbDataContext(); ItemCtrl itemCtrl = new ItemCtrl(); var res = db.ItemCats.ToList(); List <ModelLibrary.ItemCat> modelItemCat = new List <ModelLibrary.ItemCat>(); foreach (var x in res) { modelItemCat.Add(itemCtrl.ConvertItemCatToModel(x)); } return(modelItemCat); }
// 아이템 옮기기 및 교환. public void ItemSwap1(SlotCtrl value, Vector3 Pos) { SlotCtrl FirstSlot = NearDisItemSlot(Pos); // 현재 슬롯과 옮기려는 슬롯이 같으면 함수 종료. if (value == FirstSlot || FirstSlot == null) { value.UpdateInfo(true, value.slot.Peek().DefaultImg); return; } // 가까운 슬롯이 비어있으면 옮기기. if (!FirstSlot.isSlots()) { ItemSwap2(FirstSlot, value); } // 교환. else { int Count = value.slot.Count; ItemCtrl item = value.slot.Peek(); Stack <ItemCtrl> temp = new Stack <ItemCtrl>(); { for (int i = 0; i < Count; i++) { temp.Push(item); } value.slot.Clear(); } ItemSwap2(value, FirstSlot); { Count = temp.Count; item = temp.Peek(); for (int i = 0; i < Count; i++) { FirstSlot.slot.Push(item); } FirstSlot.UpdateInfo(true, temp.Peek().DefaultImg); } } }
public void OnEndDrag(PointerEventData eventData) { if (OffsetThing == null) { return; } BagCtrl.onlyShowOneIntroduce = true; GameObject TargetItem = BagCtrl.judgeRunintoObject(eventData.pointerEnter.transform.position); if (TargetItem == null) { Destroy(OffsetThing); return; } ItemCtrl ItemBagData = TargetItem.GetComponent <ItemCtrl>(); if (ItemBagData.BagData.Name == null && ItemBagData.BagData.ItemPositon == null) { //属于空白格,如果是在备包内部,拖拽的物品需要排序到最后或者不对拖拽的物品做处理,此处不做处理 Destroy(OffsetThing); return; } if (TargetItem.Equals(BeginDragItem)) { //如果是物品本身就不用替换 Destroy(OffsetThing); return; } if (!(TargetItem.GetComponent <ItemCtrl>().BagData.ItemPositon == TagType.BagTag || TargetItem.GetComponent <ItemCtrl>().BagData.ItemPositon == TagType.EquipTag)) { return; } BagCtrl.ExchangeItemFunc(TargetItem, BeginDragItem); if (OffsetThing != null) { Destroy(OffsetThing); } }
void Start() { gap = m_Layout.spacing; m_ContentParent = m_Content.transform.parent.gameObject; for (int i = 0; i < m_DefaultCnt; ++i) { int index = Random.Range(0, 3); GameObject go = GameObject.Instantiate(m_Prefabs[index]) as GameObject; go.transform.SetParent(m_Content.transform); go.transform.localScale = Vector3.one; ItemCtrl itemCtrl = go.GetComponent <ItemCtrl>(); itemCtrl.m_Text.text = (cnt).ToString(); itemCtrl.m_Index = cnt; ++cnt; m_DataSource.Add(itemCtrl); } }
// 아이템!!!!!!!!!! 1: 비어있는 슬롯, 2: 안 비어있는 슬롯. void ItemSwap2(SlotCtrl xFirst, SlotCtrl oSecond) { int Count = oSecond.slot.Count; ItemCtrl item = oSecond.slot.Peek(); for (int i = 0; i < Count; i++) { if (xFirst != null) { xFirst.slot.Push(item); } } if (xFirst != null) { xFirst.UpdateInfo(true, oSecond.ItemReturn().DefaultImg); } oSecond.slot.Clear(); oSecond.UpdateInfo(false, oSecond.DefaultImg); }
private async void buttonDelete_Click(object sender, RoutedEventArgs e) { ItemCtrl itemCtrl = new ItemCtrl(); var selectedItem = (ModelLibrary.Item)dataGridItemList.SelectedItem; var dbItem = await Services._ItemProxy.GetItemAsync(selectedItem.Id); if (dbItem == null) { MessageBox.Show("Select an item for deletion"); } await Services._ItemProxy.DeleteItemAsync(selectedItem.Id); dataGridItemList.Items.Clear(); var modelMenu = await Services._ItemProxy.GetAllItemsByMenuAsync(amenuId); foreach (Item item in modelMenu) { dataGridItemList.Items.Add(item); } ; }
public void Create_Item_Service() { ItemCtrl itemCtrl = new ItemCtrl(); //Setup var menu = new ModelLibrary.Menu { Active = false, Id = 1000000, Name = "newName", RestaurantId = 1000000, }; var itemCat = new ModelLibrary.ItemCat { Id = 1000000, Name = "Soup" }; var price = new ModelLibrary.Price { StartDate = DateTime.Now.Date, EndDate = new DateTime(9999, 12, 31), VarPrice = 12.5 }; var item = new ModelLibrary.Item { Id = 1000000, Name = "Controllerforabi", Description = "Totallynotadescription", Price = price, }; //Act var itemdb = itemCtrl.CreateItem(item, menu.Id, itemCat.Id); //Assert Assert.AreEqual(item.Name, itemdb.Name); }
public void Create_Item_With_Price_Service_Test() { ItemCtrl itemCtrl = new ItemCtrl(); ItemDb itemDb = new ItemDb(); //Setup #region creates ModelItem, ModelPrice ModelLibrary.Price newPrice = new ModelLibrary.Price { VarPrice = 12, StartDate = DateTime.Now, EndDate = DateTime.Now.AddYears(100) }; ModelLibrary.Item newItem = new ModelLibrary.Item { Name = "testName", Description = "testDescr", Price = newPrice }; ItemService itemService = new ItemService(); PriceService priceService = new PriceService(); #endregion //Act JustFeastDbDataContext db = new JustFeastDbDataContext(); itemService.CreateItem(newItem, 1000000, 1000000); var checkItem = db.Items.SingleOrDefault(p => p.name == newItem.Name && p.description == newItem.Description); priceService.CreatePrice(newPrice, checkItem.id); //Get Item(1,1,"PerfectlyGoodName"); //Assert Assert.IsNotNull(db.Items.SingleOrDefault(p => p.id == checkItem.id)); Assert.IsNotNull(db.Prices.Where(p => p.itemId == checkItem.id).OrderByDescending(p => p.startDate).First()); }
} // 슬롯에 존재하는 아이템이 뭔지 반환 public bool ItemMax(ItemCtrl item) { return(ItemReturn().MaxCount > slot.Count); } // 겹칠수 있는 한계치를 넘으면
void DestroyItem(ItemCtrl _go) { //gameCtrl.ScoreChange = _go.pointScored; Destroy(_go.gameObject); }
public void DeleteItemCat(int itemCatId) { ItemCtrl itemCatCtrl = new ItemCtrl(); itemCatCtrl.DeleteItemCat(itemCatId); }
public ModelLibrary.Item GetItem(int itemId) { ItemCtrl itemCtrl = new ItemCtrl(); return(itemCtrl.GetItem(itemId)); }
/// <summary> /// 创造得到json数据的背包里所有的物品 /// </summary> private void CreateAllItem() { int BagdataAcount = 0; int EquipdataAcount = 0; for (int i = 0; i < BagData.Count; i++) { //创建有数据的背包栏 if (BagData[i].ItemPositon == TagType.BagTag) { BagdataAcount++; GameObject BagTemp = GameObject.Instantiate(item, Vector3.zero, Quaternion.identity); BagTemp.transform.SetParent(Baglayout.transform); ItemCtrl TempItemCtrl = BagTemp.AddComponent <ItemCtrl>(); if (i <= BagData.Count) { TempItemCtrl.BagData = BagData[i]; TempItemCtrl.LoadTextrue(); } if (BagTemp != null) { BagsList.Add(BagTemp); } } //创建有数据的装备栏 else if (BagData[i].ItemPositon == TagType.EquipTag) { EquipdataAcount++; GameObject EquipTemp = GameObject.Instantiate(item, Vector3.zero, Quaternion.identity); EquipTemp.transform.SetParent(EquipLayout.transform); ItemCtrl TempItemCtrl = EquipTemp.AddComponent <ItemCtrl>(); if (i <= BagData.Count) { TempItemCtrl.BagData = BagData[i]; TempItemCtrl.LoadTextrue(); } if (EquipTemp != null) { BagsList.Add(EquipTemp); } } } //当给定的背包的空格还需要再创建的时候创建空格 if (bagItemAcount >= BagdataAcount) { for (int i = 0; i < bagItemAcount - BagdataAcount; i++) { GameObject BagTemp = GameObject.Instantiate(item, Vector3.zero, Quaternion.identity); BagTemp.transform.SetParent(Baglayout.transform); ItemCtrl TempItemCtrl = BagTemp.AddComponent <ItemCtrl>(); TempItemCtrl.BagData = new BagData(); TempItemCtrl.BagData.ItemPositon = TagType.BagTag; BagData.Add(TempItemCtrl.BagData); if (BagTemp != null) { BagsList.Add(BagTemp); } } } //当给定的装备栏的空格还需要再创建的时候创建空格 if (equipItemAcount >= EquipdataAcount) { for (int i = 0; i < equipItemAcount - EquipdataAcount; i++) { EquipdataAcount++; GameObject EquipTemp = GameObject.Instantiate(item, Vector3.zero, Quaternion.identity); EquipTemp.transform.SetParent(EquipLayout.transform); ItemCtrl TempItemCtrl = EquipTemp.AddComponent <ItemCtrl>(); TempItemCtrl.BagData = new BagData(); TempItemCtrl.BagData.ItemPositon = TagType.EquipTag; BagData.Add(TempItemCtrl.BagData); if (EquipTemp != null) { BagsList.Add(EquipTemp); } } } }