Example #1
0
        public ucCharacterInterface(Core.Units.Character _character, bool _withGear)
        {
            InitializeComponent();
            character       = _character;
            lbCharName.Text = character.UnitName;
            this.BackColor  = Color.Transparent;

            character.ResetChar();

            lbCharStats.Text = Function.GeneralFunctions.ReturnCharInterfaceString(this.character);

            pictureBoxChar.Image = Function.GeneralFunctions.ReturnImageForClass(character);

            if (!_withGear)
            {
                btCharacter.Enabled             = false;
                btCharacter.Visible             = false;
                flpAbilitiesAndPassives.Height += 31;
            }

            foreach (var item in _character.UnitActiveAbilities)
            {
                this.flpAbilitiesAndPassives.Controls.Add(new ucAbilityIcon(item));
            }
        }
Example #2
0
        public ucCharacterInterface(Core.Units.Character _character, bool _withGear)
        {
            InitializeComponent();
            character = _character;
            lbCharName.Text = character.UnitName;
            this.BackColor = Color.Transparent;

            character.ResetChar();

            lbCharStats.Text = Function.GeneralFunctions.ReturnCharInterfaceString(this.character);

            pictureBoxChar.Image = Function.GeneralFunctions.ReturnImageForClass(character);

            if (!_withGear)
            {
                btCharacter.Enabled = false;
                btCharacter.Visible = false;
                flpAbilitiesAndPassives.Height += 31;
            }

            foreach (var item in _character.UnitActiveAbilities)
            {
                this.flpAbilitiesAndPassives.Controls.Add(new ucAbilityIcon(item));
            }
        }
Example #3
0
        public void Update()
        {
            character.ResetChar();

            lbCharStats.Text = Function.GeneralFunctions.ReturnCharInterfaceString(this.character);

            flpAbilitiesAndPassives.Controls.Clear();

            foreach (var item in character.UnitActiveAbilities)
            {
                this.flpAbilitiesAndPassives.Controls.Add(new ucAbilityIcon(item));
            }
        }