/// <summary> /// Will set the provided character scratchpad's base attributes as the target values to remap. /// </summary> /// <param name="newScratchpad">The scratchpad with the target base values to assign to this point</param> /// <param name="oldScratchpad">The scratchpad before we remapped</param> internal void SetBaseAttributes(CharacterScratchpad newScratchpad, CharacterScratchpad oldScratchpad) { // Update the status Status = RemappingPointStatus.UpToDate; // Initialize the string StringBuilder builder = new StringBuilder(); // Scroll through attributes for (int i = 0; i < 5; i++) { // Compute the new base attribute EveAttribute attrib = (EveAttribute)i; m_attributes[i] = newScratchpad[attrib].Base; // Update description builder.AppendLine().Append(GetStringForAttribute(attrib, oldScratchpad, newScratchpad)); } // Return the final string m_description = builder.ToString(); }
/// <summary> /// Will set the provided character scratchpad's base attributes as the target values to remap. /// </summary> /// <param name="newScratchpad">The scratchpad with the target base values to assign to this point</param> /// <param name="oldScratchpad">The scratchpad before we remapped</param> internal void SetBaseAttributes(CharacterScratchpad newScratchpad, CharacterScratchpad oldScratchpad) { // Update the status Status = RemappingPointStatus.UpToDate; // Initialize the string StringBuilder builder = new StringBuilder(); // Scroll through attributes for (int i = 0; i < 5; i++) { // Compute the new base attribute EveAttribute attrib = (EveAttribute)i; m_attributes[i] = newScratchpad[attrib].Base; // Update description builder.AppendLine().Append(GetStringForAttribute(attrib, oldScratchpad, newScratchpad)); } // Return the final string m_description = builder.ToString(); }