private void SelectDungeon_Load(object sender, EventArgs e) { switch (_state.DungeonType) { case DungeonType.EX: exButton.Checked = true; break; case DungeonType.ASCENDED: ascButton.Checked = true; break; case DungeonType.ELDER: elderButton.Checked = true; break; case DungeonType.BOUNTY: bountyCheckbox.Checked = true; normalButton.Checked = true; break; case DungeonType.EXBOUNTY: bountyCheckbox.Checked = true; exButton.Checked = true; break; case DungeonType.ASCBOUNTY: bountyCheckbox.Checked = true; ascButton.Checked = true; break; default: normalButton.Checked = true; break; } if (_state.Player.CompletionTracker.Count == _state.GetCapCount()) { finalAscentButton.Enabled = true; } }