private void ClearPseudoAttributeConstraints() { _addedPseudoAttributes.Clear(); PseudoAttributeConstraints.Clear(); PseudoAttributesView.Refresh(); PseudoAttributesView.MoveCurrentToFirst(); NewPseudoAttributeConstraint = new PseudoAttributeConstraint(PseudoAttributesView.CurrentItem as PseudoAttribute); }
/// <summary> /// Reloads the possible PseudoAttributes from the filesystem. /// Resets PseudoAttributeConstraints entered by the user. /// </summary> private void ReloadPseudoAttributes() { _addedPseudoAttributes.Clear(); _pseudoAttributes.Clear(); foreach (var pseudo in _pseudoAttributeLoader.LoadPseudoAttributes()) { _pseudoAttributes.Add(pseudo); } PseudoAttributeConstraints.Clear(); PseudoAttributesView.MoveCurrentToFirst(); NewPseudoAttributeConstraint = new PseudoAttributeConstraint(PseudoAttributesView.CurrentItem as PseudoAttribute); }
public override void Reset() { _addedAttributes.Clear(); AttributeConstraints.Clear(); AttributesView.Refresh(); AttributesView.MoveCurrentToFirst(); NewAttributeConstraint = new AttributeConstraint(AttributesView.CurrentItem as string); _addedPseudoAttributes.Clear(); PseudoAttributeConstraints.Clear(); PseudoAttributesView.Refresh(); PseudoAttributesView.MoveCurrentToFirst(); NewPseudoAttributeConstraint = new PseudoAttributeConstraint(PseudoAttributesView.CurrentItem as PseudoAttribute); TreePlusItemsMode = TreePlusItemsModeDefaultValue; WeaponClass = WeaponClassDefaultValue; OffHand = OffHandDefaultValue; Tags = TagsDefaultValue; }