/// <summary> /// Load the data for this CharacterLevel /// </summary> private void LoadData() { CharacterModel model; List <CharacterBonusFeatModel> bonusFeatModels; model = new CharacterModel(); model.Intialize(_level); _characterId = model.Id; _hitPoints = model.HitPoints; _fortitudeSave = model.FortitudeSave; _reflexSave = model.ReflexSave; _willSave = model.WillSave; _baseAttackBonus = model.BaseAttackBonus; _featTypeId = model.FeatTypeId; _autoGrantedFeats = new List <AutoGrantedFeatDataClass>(); bonusFeatModels = CharacterBonusFeatModel.GetAll(); foreach (CharacterBonusFeatModel bfModel in bonusFeatModels) { if (bfModel.Level == _level) { _autoGrantedFeats.Add(new AutoGrantedFeatDataClass(bfModel.FeatId, bfModel.Level, bfModel.IgnorePreRequirements)); } } IsLoaded = true; }
private void PopulateData() { // Generate our lists that will be used for our comboboxes. FeatNames = FeatModel.GetNames(); Levels.Clear(); for (int i = 1; i <= Constant.MaxLevels; i++) { if (i > Constant.NumHeroicLevels && MainScreen != ScreenType.Character) { break; } Levels.Add(i.ToString()); } //Get our model data and record count switch (MainScreen) { case ScreenType.Character: { CharacterFeatModel = CharacterBonusFeatModel.GetAll(); RecordCount = CharacterFeatModel.Count; break; } case ScreenType.Class: { ClassFeatModel = ClassBonusFeatModel.GetAll(MainRecordId); RecordCount = ClassFeatModel.Count; break; } case ScreenType.Race: { RaceFeatModel = RaceBonusFeatModel.GetAll(MainRecordId); RecordCount = RaceFeatModel.Count; break; } } //Set our tracking variables to false. HasDataChanged.Clear(); RecordDeleted.Clear(); for (int i = 0; i < RecordCount; i++) { HasDataChanged.Add(false); RecordDeleted.Add(false); } }