using GameModel; namespace GameModel.Contract { public interface IExpenseRepository { static Expense[] TestData = new[] { Expense.Create(ExpenseType.Monetary,new[] { ExpenseTrigger.Sink }, "Gosse", 0.5m, false), Expense.Create(ExpenseType.Monetary,new[] { ExpenseTrigger.Sink }, "Gosse2", 1.5m, false), Expense.Create(ExpenseType.Monetary,new[] { ExpenseTrigger.SinkAtAll }, "Gosse bei Anwurf", 1m, false), Expense.Create(ExpenseType.Monetary,new[] { ExpenseTrigger.Circle }, "Kranz", 1m, true), Expense.Create(ExpenseType.Monetary,new[] { ExpenseTrigger.NinePins }, "alle Neune", 1m, true), Expense.Create(ExpenseType.Monetary,new[] { ExpenseTrigger.Eliminated }, "Ausgeschieden", 0.5m, false), Expense.Create(ExpenseType.Monetary,new[] { ExpenseTrigger.NoWood }, "kein Holz", 0.5m, false), Expense.Create(ExpenseType.Monetary,new[] { ExpenseTrigger.Bell }, "Klingel", 0.5m, false), Expense.Create(ExpenseType.Monetary,new[] { ExpenseTrigger.FirstThrowFail }, "Anwurffehler", 0.5m, false), Expense.Create(ExpenseType.Monetary,new[] { ExpenseTrigger.ExpensePoint }, "Strafpunkt, z.B. im \"Scheißspiel\"", 0.5m, false), }; Task Delete(IEnumerable enumerable); Task> GetAll(); Task Save(PlayerExpense data); } }