public CompAddEmployee(CompHome home, EmployeeList employees) : this() { empList = employees; compHome = home; DataContext = this; RoleComboBox.SelectedIndex = 0; }
public CompHome(EmployeeList emps) : this() { empList = emps; // Set event handler for Employee type radio button this.EmployeeTypeRadioButtons.SelectionChanged += new SelectionChangedEventHandler(EmployeeTypeRadioButtons_SelectionChanged); // Select the first employee type radio button this.EmployeeTypeRadioButtons.SelectedIndex = 0; RefreshEmployeeList(); }
public CompHome(EmployeeList emps) : this() { empList = emps; // Select the All radio button this.EmployeeTypeRadioButtons.SelectedIndex = 0; // Set event handler for radio button changes this.EmployeeTypeRadioButtons.SelectionChanged += new SelectionChangedEventHandler(EmployeeTypeRadioButtons_SelectionChanged); // Fill the Employees data grid dgEmps.ItemsSource = empList; }
// Load EmployeeList from a binary file private static EmployeeList LoadEmployees(string dataFile = DataFile) { EmployeeList emps = null; try { using (Stream fStream = File.OpenRead(dataFile)) { emps = (EmployeeList)binFormat.Deserialize(fStream); } } catch (Exception e) { MessageBox.Show(e.Message); } return(emps); }
// Either load EmployeeList from file or create an initial EmployeeList static public EmployeeList GetEmployees() { EmployeeList emps = null; // Load data if file found, otherwise use initial dummy set of Employees if (File.Exists(DataFile)) { return(LoadEmployees()); } else { // Get initial employees and save to file emps = InitialEmployees(); emps.SaveEmployees(); } return(emps); }
private void Awake() { contentHub = ContentHub.Instance; NotificationManager = NotificationManager.Instance; EmployeeToGuiMap = new Dictionary <EmployeeData, GameObject>(); this.specialEmployees = contentHub.GetEmployeeLists(); factoryObject = new EmployeeFactory(); if (GameSettings.NewGame) { InitDefaultState(); } else { LoadState(); } bank = contentHub.bank; dayChangedAction += DayChanged; GameTimeDayTickEvent.AddListener(dayChangedAction); }