/// <summary> /// 追加ボタン押下時の処理 /// </summary> /// <param name="sender"></param> /// <param name="e"></param> private void OnAddButtonClick(object sender, EventArgs e) { // 兵科リストボックスの選択項目がなければ戻る if (branchListBox.SelectedIndex < 0) { return; } Branch branch = (Branch)(branchListBox.SelectedIndex + 1); // 国家リストボックスの選択項目がなければ戻る if (countryListBox.SelectedIndex < 0) { return; } Country country = Countries.Tags[countryListBox.SelectedIndex]; string prefix = prefixComboBox.Text; string suffix = suffixComboBox.Text; int start = (int)startNumericUpDown.Value; int end = (int)endNumericUpDown.Value; Log.Info("[CorpsName] Add: {0}-{1} {2} {3} [{4}] <{5}>", start, end, prefix, suffix, Branches.GetName(branch), Countries.Strings[(int)country]); // 軍団名を一括追加する CorpsNames.AddSequential(prefix, suffix, start, end, branch, country); // 軍団名リストの表示を更新する UpdateNameList(); // 編集済みフラグが更新されるため表示を更新する branchListBox.Refresh(); countryListBox.Refresh(); // 履歴を更新する _prefixHistory.Add(prefix); _suffixHistory.Add(suffix); HoI2EditorController.Settings.CorpsNameEditor.PrefixHistory = _prefixHistory.Get().ToList(); HoI2EditorController.Settings.CorpsNameEditor.SuffixHistory = _suffixHistory.Get().ToList(); // 履歴コンボボックスを更新する UpdateAddHistory(); }
/// <summary> /// Displays available buildings in currently selected branch /// </summary> private void ShowBranch() { //Collection of valid buildings List <Buildings> validBuildings = new List <Buildings>(); ClearBranch(); //Clear window from buildings //Get set of valid buildings foreach (Buildings b in branch.GetBuildings()) { //Upgrade if (upgrade && (b.GetGrade() == buildingLogic.ActualBuilding.GetGrade() || ((b.GetBranch() == buildingLogic.ActualBuilding.GetBranch() || buildingLogic.ActualBuilding.GetBranch() == Branches.NONE) && b.GetGrade() == buildingLogic.ActualBuilding.GetGrade() + 1)) && b != buildingLogic.ActualBuilding) { validBuildings.Add(b); } //Downgrade else if (!upgrade && b.GetGrade() == buildingLogic.ActualBuilding.GetGrade() - 1 && b != buildingLogic.ActualBuilding) { validBuildings.Add(b); } } //Display branch name gameObject.transform.Find("Branch").GetComponent <Text>().text = string.Format("Odvětví: {0}", branch.GetName()); //Display valid buildings for (int selectionIdx = 0; selectionIdx < validBuildings.Count; selectionIdx++) { gameObject.transform.Find("Selection" + selectionIdx).Find("Name").GetComponent <Text>().text = validBuildings[selectionIdx].GetName(); DisplayProductionConsumption(selectionIdx, validBuildings[selectionIdx]); } displayedBuildings = validBuildings; }