private void EffectFunctions_RegisterFunction(BattleManager.BattleEffect.EffectFunction Function_Effect = null)
        {
            BattleManager.BattleEffect.EffectFunction Function;

            if (Function_Effect == null)
            {
                Function = new BattleManager.BattleEffect.EffectFunction(); // Create a new Function
                Function.Function_Name = "New Function";                    // Sets a name for the Function
            }// Create the new Function
            else
            {
                Function = Function_Effect;
            }                                   // Set the Functions

            TreeViewItem tvi = new TreeViewItem();

            tvi.Tag = Function;

            ContextMenu ctxmnu = new ContextMenu();

            ctxmnu.Opened += CM_EffectFunctionItem_Opened;
            ctxmnu.Tag     = tvi;

            MenuItem editmenu = new MenuItem();

            editmenu.Header = "Edit Function";
            editmenu.Click += CM_EffectFunctionItem_Edit_Click;
            ctxmnu.Items.Add(editmenu);

            MenuItem deletemenu = new MenuItem();

            deletemenu.Header = "Delete Function";
            deletemenu.Click += CM_EffectFunctionItem_Delete_Click;
            ctxmnu.Items.Add(deletemenu);

            ctxmnu.Items.Add(new Separator());// Adds a Spacer

            MenuItem exportmenu = new MenuItem();

            exportmenu.Header = "Export Function";
            exportmenu.Click += CM_EffectFunctionItem_Export_Click;
            ctxmnu.Items.Add(exportmenu);

            tvi.Header      = Function.Function_Name;
            tvi.ContextMenu = ctxmnu;

            EffectTree_Functions.Items.Add(tvi);
        }
Beispiel #2
0
        public EffectFunction_Designer(BattleManager.BattleEffect.EffectFunction _FunctionData = null)
        {
            InitializeComponent();

            #region Function Data
            if (_FunctionData == null)
            {
                FunctionData = new BattleManager.BattleEffect.EffectFunction();// Creates a new Function Data Class
            }
            else
            {
                FunctionData = _FunctionData; // Sets the data
                Load();                       // Loads the data
            }
            #endregion
        }