void SetCharacterSheet(CharacterDocument characterDocument) { this.characterDocument = characterDocument; this.textBox.Text = characterDocument.name; this.statsRollout.StartingStats = characterDocument.startingStats; this.statsRollout.WorkingStats = characterDocument.workingStats; this.statsRollout.BonusPool = 0; this.skillsRollout.SetClassSkills(characterDocument.career); this.skillsRollout.StartingSkills = characterDocument.startingSkills; this.skillsRollout.WorkingSkills = characterDocument.workingSkills; this.skillsRollout.SkillBonuses = BiogFile.GetSkillEffects(characterDocument.biographyEffects); this.skillsRollout.PrimarySkillBonusPoints = 0; this.skillsRollout.MajorSkillBonusPoints = 0; this.skillsRollout.MinorSkillBonusPoints = 0; this.facePicker.FaceIndex = characterDocument.faceIndex; this.facePicker.SetFaceTextures(characterDocument.raceTemplate, characterDocument.gender); this.reflexPicker.PlayerReflexes = characterDocument.reflexes; }
void SetAddBonusSkillsWindow() { if (createCharAddBonusSkillsWindow == null) { createCharAddBonusSkillsWindow = new CreateCharAddBonusSkills(uiManager); createCharAddBonusSkillsWindow.OnClose += AddBonusSkillsWindow_OnClose; createCharAddBonusSkillsWindow.DFClass = characterDocument.career; createCharAddBonusSkillsWindow.SkillBonuses = BiogFile.GetSkillEffects(characterDocument.biographyEffects); } // Update class if player changes class selection if (createCharAddBonusSkillsWindow.DFClass != characterDocument.career) { createCharAddBonusSkillsWindow.DFClass = characterDocument.career; } wizardStage = WizardStages.AddBonusSkills; uiManager.PushWindow(createCharAddBonusSkillsWindow); }