Beispiel #1
0
        private void AssignVoiceActors_Click(object sender, EventArgs e)
        {
            // TODO: Eventually, this should be called when the user requests that all overrides be reverted to the defaults.
            //m_project.UseDefaultForUnresolvedMultipleChoiceCharacters();

            bool regenerateGroups = sender == m_btnCastSizePlanning;

            if (!regenerateGroups)
            {
                EnsureGroupsAreInSynchWithCharactersInUse();
            }

            if (!m_project.CharacterGroupList.CharacterGroups.Any())
            {
                CharacterGroupGenerator.GenerateGroupsWithProgress(m_project, false, true, false, ProjectCastSizePlanningViewModel.SelectedCastSize);
            }
            else if (regenerateGroups)
            {
                CharacterGroupGenerator.GenerateGroupsWithProgress(m_project, true, false, false, ProjectCastSizePlanningViewModel.SelectedCastSize);
            }

            bool launchCastSizePlanning;

            using (var dlg = new VoiceActorAssignmentDlg(new VoiceActorAssignmentViewModel(m_project)))
            {
                ShowModalDialogWithWaitCursor(dlg);
                launchCastSizePlanning = dlg.LaunchCastSizePlanningUponExit;
            }
            SaveCurrentProject();
            UpdateDisplayOfProjectInfo();
            if (launchCastSizePlanning)
            {
                m_btnCastSizePlanning_Click(m_btnCastSizePlanning, new EventArgs());
            }
        }
Beispiel #2
0
        private void AssignVoiceActors_Click(object sender, EventArgs e)
        {
            // TODO: Eventually, this should be called when the user requests that all overrides be reverted to the defaults.
            //m_project.UseDefaultForUnresolvedMultipleChoiceCharacters();

            if (m_project.VoiceActorStatus == VoiceActorStatus.UnProvided)
            {
                var actorInfoViewModel = new VoiceActorInformationViewModel(m_project);

                using (var dlg = new VoiceActorInformationDlg(actorInfoViewModel))
                    if (dlg.ShowDialog() == DialogResult.OK)
                    {
                        m_project.VoiceActorStatus = VoiceActorStatus.Provided;
                    }
                SaveCurrentProject();
            }
            else
            {
                EnsureGroupsAreInSynchWithCharactersInUse();
            }

            if (m_project.VoiceActorStatus == VoiceActorStatus.Provided)
            {
                using (var dlg = new VoiceActorAssignmentDlg(m_project))
                    dlg.ShowDialog();
                SaveCurrentProject();
            }
            UpdateDisplayOfProjectInfo();
        }