本文整理汇总了C#中GLyra.Dota2.Repositories.Skill类的典型用法代码示例。如果您正苦于以下问题:C# Skill类的具体用法?C# Skill怎么用?C# Skill使用的例子?那么恭喜您, 这里精选的类代码示例或许可以为您提供帮助。
Skill类属于GLyra.Dota2.Repositories命名空间,在下文中一共展示了Skill类的14个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于我们的系统推荐出更棒的C#代码示例。
示例1: checkIfSkillNameExists
/// <summary>
/// Checks if the description of the skill exists
/// </summary>
protected SkillEffectName checkIfSkillNameExists(string name, Skill skill, string skillDescription)
{
SkillEffectName skillEffectName = new SkillEffectName();
using (Dota2Entities ctx = new Dota2Entities())
{
try
{
skillEffectName = ctx.SkillEffectName.Where(x =>
x.Name == name &&
x.Skill.Hero.Name == skill.Hero.Name &&
skillDescription == skill.Description).First();
if(skillEffectName.ID != null)
{
Console.WriteLine("Skill " + name + " Already exists...");
return skillEffectName;
}
else
{
return null;
}
}
catch (Exception e)
{
//TODO implementar log de erro
throw e;
}
}
}
开发者ID:GibranLyra,项目名称:GLyra.Dota2Project,代码行数:31,代码来源:1392758075$SkillEffectNameCreator.cs
示例2: InsertSkillEffectName
public SkillEffectName InsertSkillEffectName(string name, string heroName, Skill skill, List<string> skillEffectValues)
{
SkillEffectName skillEffectName;
Skill completeSkill = SkillCreator.SelectByName(skill.Name);
bool exists = checkIfSkillNameExists(name, completeSkill, completeSkill.Description, out skillEffectName);
if (!exists)
{
skillEffectName.Name = name.Trim();
skillEffectName.SkillId = completeSkill.ID;
skillEffectName.ValueLv1 = int.Parse(skillEffectValues.First());
skillEffectName.ValueLv2 = int.Parse(skillEffectValues.ElementAt(1));
skillEffectName.ValueLv3 = int.Parse(skillEffectValues.ElementAt(2));
skillEffectName.ValueLv4 = int.Parse(skillEffectValues.ElementAt(3));
skillEffectName.ValueScepter = int.Parse(skillEffectValues.Last());
using (Dota2Entities ctx = new Dota2Entities())
{
try
{
skillEffectName = ctx.SkillEffectName.Add(skillEffectName);
ctx.SaveChanges();
Console.WriteLine("Skill " + name + " Created");
}
catch (Exception e)
{
throw e;
}
}
}
return skillEffectName;
}
开发者ID:GibranLyra,项目名称:GLyra.Dota2Project,代码行数:34,代码来源:1392929019$SkillEffectNameCreator.cs
示例3: InsertSkillEffectName
public SkillEffectName InsertSkillEffectName(string name, string heroName, Skill skill, List<string> skillEffectValues)
{
SkillEffectName skillEffectName = new SkillEffectName();
Skill completeSkill = SkillCreator.SelectByName(skill.Name);
skillEffectName.Name = name.Trim();
skillEffectName = checkIfSkillNameExists(name, completeSkill, completeSkill.Description);
if (skillEffectName == null)
{
using (Dota2Entities ctx = new Dota2Entities())
{
try
{
skillEffectName = ctx.SkillEffectName.Add(skillEffectName);
ctx.SaveChanges();
Console.WriteLine("Skill " + name + " Created");
}
catch (Exception e)
{
throw e;
}
}
}
return skillEffectName;
}
开发者ID:GibranLyra,项目名称:GLyra.Dota2Project,代码行数:30,代码来源:1392760592$SkillEffectNameCreator.cs
示例4: createSkill
public Skill createSkill(int heroId, string name, string description, List<string> manaCostList, List<string> coolDownList,
string abilityCastType, string targetAffectedType, string damageType, string videoUrl)
{
this.skill = new Skill();
this.skill.HeroId = heroId;
this.skill.Name = name;
this.skill.Description = description;
this.skill.VideoUrl = videoUrl;
//Set Up ManaCost
foreach (var manaCost in manaCostList)
{
setManaCost(manaCost);
}
//Set up CoolDowns
foreach (var coolDown in coolDownList)
{
setCoolDowns(coolDown);
}
if(!string.IsNullOrEmpty(abilityCastType))
setAbilityCastType(abilityCastType);
if (!string.IsNullOrEmpty(targetAffectedType))
setTargetAffectedType(targetAffectedType);
if (!string.IsNullOrEmpty(damageType))
setDamageType(damageType);
return this.skill;
}
开发者ID:GibranLyra,项目名称:GLyra.Dota2Project,代码行数:33,代码来源:1392068523$SkillCreator.cs
示例5: SkillCreator
public SkillCreator(string name, string description, List<string> manaCostList, List<string> coolDownList,
string abilityCastType, string targetAffectedType, string damageType, string videoUrl)
{
this.skill = new Skill();
this.skill.Name = name;
this.skill.Description = description;
//Set Up ManaCost
foreach (var manaCost in manaCostList)
{
setManaCost(manaCost);
}
//Set up CoolDowns
foreach (var coolDown in coolDownList)
{
setCoolDowns(coolDown);
}
if(!string.IsNullOrEmpty(abilityCastType))
setAbilityCastType(abilityCastType);
if(string.IsNullOrEmpty(targetAffectedType))
}
开发者ID:GibranLyra,项目名称:GLyra.Dota2Project,代码行数:27,代码来源:1392053452$SkillCreator.cs
示例6: checkIfSkillNameExists
/// <summary>
/// Checks if the description of the skill exists
/// </summary>
protected SkillEffectName checkIfSkillNameExists(string name, Skill skill, string skillDescription)
{
SkillEffectName skillEffectName = new SkillEffectName();
using (Dota2Entities ctx = new Dota2Entities())
{
try
{
ctx.Configuration.LazyLoadingEnabled = true;
if(ctx.SkillEffectName.Any(s => s.Name == name))
{
skillEffectName = ctx.SkillEffectName.Where(x =>
x.Name == name).First();
skillEffectName = ctx.SkillEffectName.Where(x =>
x.Name == name &&
x.Skill.Hero.Name == skill.Hero.Name &&
skillDescription == skill.Description).First();
Console.WriteLine("Skill " + name + " Already exists...");
return skillEffectName;
}
else
{
return null;
}
}
catch (Exception e)
{
//TODO implementar log de erro
throw e;
}
}
}
开发者ID:GibranLyra,项目名称:GLyra.Dota2Project,代码行数:38,代码来源:1392924794$SkillEffectNameCreator.cs
示例7: InsertSkillEffectName
public SkillEffectName InsertSkillEffectName(string name, string heroName, Skill skill, List<string> skillEffectValues)
{
HeroCreator heroCreator = new HeroCreator();
SkillEffectName skillEffectName;
Hero hero = heroCreator.getHeroByName(heroName);
Skill completeSkill = SkillCreator.SelectSkill(skill.Name, hero.ID);
bool exists = checkIfSkillNameExists(name, completeSkill, completeSkill.Description, out skillEffectName);
if (!exists)
{
skillEffectName.Name = name.Trim();
skillEffectName.SkillId = completeSkill.ID;
if (skillEffectValues.FirstOrDefault() != null)
skillEffectName.ValueLv1 = skillEffectValues.First();
if (skillEffectValues.ElementAtOrDefault(1) != null)
skillEffectName.ValueLv2 = skillEffectValues.ElementAt(1);
if (skillEffectValues.ElementAtOrDefault(2) != null)
skillEffectName.ValueLv3 = skillEffectValues.ElementAt(2);
if (skillEffectValues.ElementAtOrDefault(3) != null)
skillEffectName.ValueLv4 = skillEffectValues. ElementAt(3);
if (skillEffectValues.LastOrDefault() != null)
skillEffectName.ValueScepter = skillEffectValues.Last();
using (Dota2Entities ctx = new Dota2Entities())
{
try
{
skillEffectName = ctx.SkillEffectName.Add(skillEffectName);
ctx.SaveChanges();
Console.WriteLine("Skill " + name + " Created");
}
catch (Exception e)
{
throw e;
}
}
}
return skillEffectName;
}
开发者ID:GibranLyra,项目名称:GLyra.Dota2Project,代码行数:41,代码来源:SkillEffectNameCreator.cs
示例8: checkIfSkillNameExists
/// <summary>
/// Checks if the description of the skill exists
/// </summary>
protected bool checkIfSkillNameExists(string name, Skill skill, string skillDescription, out SkillEffectName skillEffectName)
{
using (Dota2Entities ctx = new Dota2Entities())
{
skillEffectName = new SkillEffectName();
try
{
skill = ctx.Skill.Include("Hero").Where(x => x.ID == skill.ID).First();
var result = from s in ctx.SkillEffectName
where s.Name == name
&& s.SkillId == skill.ID
&& s.Skill.Hero.Name == skill.Hero.Name
&& s.Skill.Description == skill.Description
select s;
if (result.Count() == 1)
{
Console.WriteLine(result.First().ID + " Skill " + name + " Already exists..." );
skillEffectName = result.First();
return true;
}
else if (result.Count() > 1)
{
//TODO Create log
throw new Exception("More than 1 skillEffectname returned. Check this");
}
else
{
return false;
}
}
catch (Exception e)
{
//TODO implementar log de erro
throw e;
}
}
}
开发者ID:GibranLyra,项目名称:GLyra.Dota2Project,代码行数:43,代码来源:SkillEffectNameCreator.cs
示例9: checkIfSkillNameExists
/// <summary>
/// Checks if the description of the skill exists
/// </summary>
protected SkillEffectName checkIfSkillNameExists(string name, Skill skill, string skillDescription)
{
SkillEffectName skillEffectName = new SkillEffectName();
using (Dota2Entities ctx = new Dota2Entities())
{
try
{
ctx.Configuration.LazyLoadingEnabled = false;
var result = from s in ctx.SkillEffectName
where s.SkillId == skill.ID
&& s.Skill.Hero.Name == skill.Hero.Name
&& s.Skill.Description == skill.Description
select s;
if(result.Count() == 0)
{
Console.WriteLine("Skill " + name + " Already exists...");
return result.First();
}
else if(result.Count() > 1)
{
//TODO Create log
throw new Exception("More than 1 skilleffectname returned. Check this");
}
else
{
return null;
}
}
catch (Exception e)
{
//TODO implementar log de erro
throw e;
}
}
}
开发者ID:GibranLyra,项目名称:GLyra.Dota2Project,代码行数:42,代码来源:1392927642$SkillEffectNameCreator.cs
示例10: workAroundToSkillsOfSameName
protected Skill workAroundToSkillsOfSameName(string skillName)
{
Skill skill = new Skill() { Name = skillName + " " };
return skill;
}
开发者ID:GibranLyra,项目名称:GLyra.Dota2Project,代码行数:5,代码来源:1393450767$HeroDataConverter.cs
示例11: GetSkillRemainingValues
private Dictionary<Skill, Dictionary<string, string>> GetSkillRemainingValues(HtmlDocument doc)
{
var dicRemainingValues = new Dictionary<Skill, Dictionary<string, string>>();
var skillList = new List<Skill>();//Where the skills are
//We need to take this nodelist to get the skillName of the remaining values
var abilityHeaderRowDescription = doc.DocumentNode.SelectNodes("//*[@class = 'abilityHeaderRowDescription']");
//The node that the remaining values are
var abilityFooterBoxRight = doc.DocumentNode.SelectNodes("//*[@class = 'abilityFooterBoxRight']");
for (int i = 0; i < abilityFooterBoxRight.Count; i++)
{
var skillEffectNameList = new List<string>();//Where the descriptions of the skills are
var skillEffectValuesList = new List<string>(); //Where the values of the skills are
var divInnerHtml = abilityFooterBoxRight[i].SelectNodes(".//*[contains(@span, '')]");
//Íf the divInnerHtml is empty, it means that the abilityFooterBoxRight don't have info about the skill
//but the abilityHeaderRowDescription may have info, so we must check it
if (divInnerHtml != null)
{
//? Get the list of br tags that contains the description
var descriptionList = divInnerHtml.Where(x => x.Name == "br").ToList();
//? Get the list of span tags that contains the values
var valuesList = divInnerHtml.Where(x => x.Name == "span")
.Where(x => x.Attributes["class"].Value != "scepterVal");
//? Get the name of the skills that the current remanining values are
string skillName = getSkillNameInRemainingSkill(abilityHeaderRowDescription[i]);
var skillComparer = new Skill() { Name = skillName };//Create skillobject to do the comparison
//? Get the description of the skills that the current remanining values are
skillComparer.Description = getSkillDescriptionInRemainingSkill(abilityHeaderRowDescription[i]);
//Now a workaround, Because dictionaries doesn't accept keys with same value, we need to add a " "
//to skills that have the same name.
if (skillList.Contains(skillComparer))
skillList.Add(workAroundToSkillsOfSameName(skillName));
else
skillList.Add(skillComparer);
//In case that no tag "br" exists, it means that the skill has only one description
//So we need to get the value inside the div tag
if (descriptionList.Count <= 0)
{
HtmlNode htmlNode = abilityFooterBoxRight[i].ChildNodes.Where(x => x.Name == "#text").First();
skillEffectNameList.Add(htmlNode.InnerText.Trim());
}
else
{
for (int it = 0; it < descriptionList.Count; it++)
{
//Como pegando somente o nextSibling perdemos o primeiro texto, quando o I for 0, pegamos o 1° texto
if (it == 0)
skillEffectNameList.Add(descriptionList[it].PreviousSibling.PreviousSibling.InnerText.Trim());
if (descriptionList.Count > 1)
{
//When the value is "" the skill must be a scepter upgrade, so we need to check the scepterVal class
if (descriptionList[it].NextSibling.InnerText.Trim() == "")
{
skillEffectNameList.Add(descriptionList[it].ParentNode.SelectNodes(".//*[@class = 'scepterVal']").First().InnerText.Trim());
divInnerHtml.Remove(descriptionList[it].ParentNode.SelectNodes(".//*[@class = 'scepterVal']").First());
}
else
skillEffectNameList.Add(descriptionList[it].NextSibling.InnerText.Trim());
}
}
}
foreach (var span in valuesList)
{
skillEffectValuesList.Add(span.InnerText.Trim());
}
Dictionary<string, string> dicDescValue = new Dictionary<string, string>();
for (int ix = 0; ix < skillEffectNameList.Count; ix++)
{
//Now a workaround, Because dictionaries doesn't accept keys with same value, we need to add a " "
//to skillDescriptionList that have the same name.
//if (dicDescValue[skillName].Contains(skillDescriptionList[ix]))
//{
// skillDescriptionList[ix] = workAroundToSkillsSameDescription(skillDescriptionList[ix]);
//}
//else
if (skillEffectNameList.Count != skillEffectNameList.Distinct().Count())
{
var duplicates = skillEffectNameList.GroupBy(s => s).SelectMany(grp => grp.Skip(1));
//TODO Comentar isto
foreach (var duplicate in duplicates)
{
for (int it = 0; it < skillEffectNameList.Count; it++)
{
if (skillEffectNameList[it].Contains(duplicate))
{
//.........这里部分代码省略.........
开发者ID:GibranLyra,项目名称:GLyra.Dota2Project,代码行数:101,代码来源:1393450767$HeroDataConverter.cs
示例12: SelectSkill
/// <summary>
/// Workaround
/// Get the first skill description because there're skills that have the same name and the same heroName, but they are equals, so get the first description
/// </summary>
/// <param name="name"></param>
/// <param name="description"></param>
/// <param name="heroId"></param>
/// <returns></returns>
public static Skill SelectSkill(string name, int heroId)
{
Skill skill = new Skill();
using (Dota2Entities ctx = new Dota2Entities())
{
try
{
skill = ctx.Skill.Where(s => s.Name == name &&
s.HeroId == heroId).FirstOrDefault();
}
catch (Exception e)
{
//TODO adicionar log
throw e;
}
}
return skill;
}
开发者ID:GibranLyra,项目名称:GLyra.Dota2Project,代码行数:27,代码来源:SkillCreator.cs
示例13: createSkill
public Skill createSkill(int heroId, string name, string description, List<KeyValuePair<string, string>> manaCostList, List<KeyValuePair<string, string>> coolDownList,
List<KeyValuePair<string, string>> abilityCastTypeList, List<KeyValuePair<string, string>> targetAffectedTypeList, List<KeyValuePair<string, string>> damageTypeList, string videoUrl)
{
if (SkillExists(name, description, heroId))
{
return SelectSkill(name, description, heroId);
}
else
{
this.skill = new Skill();
this.abilityTypeList = new List<AbilityType>();
this.skill.HeroId = heroId;
this.skill.Name = name;
this.skill.Description = description;
this.skill.VideoUrl = videoUrl;
//Set Up ManaCost
foreach (var manaCost in manaCostList)
{
//Check if the mana cost is for the current skill
//We need to check this because certain skills don't need mana
if (manaCost.Key == this.skill.Name)
{
setManaCost(manaCost.Value);
}
}
//Set up CoolDowns
foreach (var coolDown in coolDownList)
{
//Check if the coolDown is for the current skill
//We need to check this because certain skills don't have coolDown
if (coolDown.Key == this.skill.Name)
setCoolDowns(coolDown.Value);
}
foreach (var abilityCastType in abilityCastTypeList)
{
//Check if the AbilityCastType is for the current skill
//We need to check this because certain skills don't have AbilityCastType
if (abilityCastType.Key == this.skill.Name)
{
if (!string.IsNullOrEmpty(abilityCastType.Value))
setAbilityCastType(abilityCastType.Value);
}
}
foreach (var targetAffectedType in targetAffectedTypeList)
{
//Check if the targetAffectedType is for the current skill
//We need to check this because certain skills don't have targetAffectedType
if (!string.IsNullOrEmpty(targetAffectedType.Value))
setTargetAffectedType(targetAffectedType.Value);
}
foreach (var damageType in damageTypeList)
{
//Check if the damageType is for the current skill
//We need to check this because certain skills don't have damageType
if (!string.IsNullOrEmpty(damageType.Value))
setDamageType(damageType.Value);
}
InsertSkill();
}
return this.skill;
}
开发者ID:GibranLyra,项目名称:GLyra.Dota2Project,代码行数:69,代码来源:SkillCreator.cs
示例14: SelectByName
public static Skill SelectByName(string name)
{
Skill skill = new Skill();
using (Dota2Entities ctx = new Dota2Entities())
{
try
{
skill = ctx.Skill.Where(s => s.Name == name).First();
if (skill.ID == null)
return null;
}
catch (Exception e)
{
//TODO adicionar log
throw e;
}
}
return skill;
}
开发者ID:GibranLyra,项目名称:GLyra.Dota2Project,代码行数:20,代码来源:1392758009$SkillCreator.cs
注:本文中的GLyra.Dota2.Repositories.Skill类示例由纯净天空整理自Github/MSDocs等源码及文档管理平台,相关代码片段筛选自各路编程大神贡献的开源项目,源码版权归原作者所有,传播和使用请参考对应项目的License;未经允许,请勿转载。 |
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