private void CompleteCommand() { ShBJob tempJob = selectedCharacter.ShBModel.ShbJobList[ShBInfo.JobListString.IndexOf(CurrentResistance)]; ShBStageCompleter.ProgressClass(selectedCharacter, tempJob.Resistance, true); LoadAvailableJobs(); }
private void CompleteCommand() { ShBJob tempJob = selectedCharacter.ShBModel.ShbJobList[ShBInfo.JobListString.IndexOf(CurrentRecollection)]; ShBStageCompleter.ProgressClass(selectedCharacter, tempJob.Recollection, true); LoadAvailableJobs(); OnPropertyChanged(nameof(MemoryCount)); }
private void CompleteCommand() { ShBJob tempJob = selectedCharacter.ShBModel.ShbJobList[ShBInfo.JobListString.IndexOf(CurrentAugmentedResistance)]; ShBStageCompleter.ProgressClass(selectedCharacter, tempJob.AugmentedResistance, true); LoadAvailableJobs(); OnPropertyChanged(nameof(HarrowingCount)); OnPropertyChanged(nameof(TorturedCount)); OnPropertyChanged(nameof(SorrowfulCount)); }
private void CompleteCommand() { ShBJob tempJob = selectedCharacter.ShBModel.ShbJobList[ShBInfo.JobListString.IndexOf(CurrentAugmentedLawsOrder)]; ShBStageCompleter.ProgressClass(selectedCharacter, tempJob.AugmentedLawsOrder, true); LoadAvailableJobs(); OnPropertyChanged(nameof(ArtifactCount)); OnPropertyChanged(nameof(ArtifactNeeded)); OnPropertyChanged(nameof(CompletedOnce)); }
private void CompleteCommand() { ShBJob tempJob = selectedCharacter.ShBModel.ShbJobList[ShBInfo.JobListString.IndexOf(CurrentBlade)]; ShBStageCompleter.ProgressClass(selectedCharacter, tempJob.Blades, true); LoadAvailableJobs(); OnPropertyChanged(nameof(EmotionCount)); OnPropertyChanged(nameof(EmotionNeeded)); OnPropertyChanged(nameof(CompletedOnce)); }