Ejemplo n.º 1
0
 private void ResetButton_OnClick(object sender, RoutedEventArgs e)
 {
     EditingPlayers = Savegame.Players.Select(a => a.DeepClone()).ToArray();
     StatsTab.UpdateForm();
     AbilitiesTab.UpdateForm();
     InventoryTab.UpdateForm();
 }
        private void SaveButton_OnClick(object sender, RoutedEventArgs e)
        {
            SaveButton.IsEnabled = false;
            try
            {
                Cursor = Cursors.Wait;
                StatsTab.SaveEdits();
                AbilitiesTab.SaveEdits();
                TraitsTab.SaveEdits();

                // apply changes
                Savegame.Players = EditingPlayers;
                Savegame.WriteEditsToLsx();
                // pack up files
                Savegame.PackSavegame();

                MessageBox.Show(this, "Successfuly saved Savegame file.");
                DialogResult = true;
            }
            catch (Exception ex)
            {
                SaveButton.IsEnabled = true;
                var er = new ErrorReporting($"Failed to save changes.\n\n{ex}", null);
                er.ShowDialog();
            }
            finally
            {
                Cursor = Cursors.Arrow;
                SaveButton.IsEnabled = true;
            }
        }
Ejemplo n.º 3
0
        private async void SaveButton_OnClick(object sender, RoutedEventArgs e)
        {
            SaveButton.IsEnabled = false;
            try
            {
                Cursor = Cursors.Wait;
                StatsTab.SaveEdits();
                AbilitiesTab.SaveEdits();
                TraitsTab.SaveEdits();
                TalentTab.SaveEdits();

                // progress indicator
                var progressIndicator = new ProgressIndicator("Saving", false)
                {
                    Owner = Application.Current.MainWindow
                };
                var progress = new Progress <string>();
                progress.ProgressChanged += (o, s) =>
                {
                    progressIndicator.ProgressText = s;
                };
                progressIndicator.Show();

                // apply changes
                Savegame.Players = EditingPlayers;
                await Savegame.WriteEditsToLsxAsync(progress);

                // pack up files
                await Savegame.PackSavegameAsync(progress);

                progressIndicator.ProgressText     = "Successful.";
                progressIndicator.CanCancel        = true;
                progressIndicator.CancelButtonText = "Close";

                DialogResult = true;
            }
            catch (Exception ex)
            {
                SaveButton.IsEnabled = true;
                var er = new ErrorReporting($"Failed to save changes.\n\n{ex}", null);
                er.ShowDialog();
            }
            finally
            {
                Cursor = Cursors.Arrow;
                SaveButton.IsEnabled = true;
            }
        }
        private void SavePlayer_OnClick(object sender, RoutedEventArgs e)
        {
            SavePlayer.IsEnabled = false;
            try
            {
                StatsTab.SaveEdits();
                AbilitiesTab.SaveEdits();
                TraitsTab.SaveEdits();

                MessageBox.Show(this, "Changes have been applied to the selected character.", "Successful");
            }
            catch (Exception ex)
            {
                SavePlayer.IsEnabled = true;
                var er = new ErrorReporting($"Failed to save changes.\n\n{ex}", null);
                er.ShowDialog();
            }
            finally
            {
                SavePlayer.IsEnabled = true;
            }
        }