public void UpdateFeatList() { //Connect to the character database later, fill in dynamically stackFeats.Children.Clear(); List <int> featIds = db.GetCharacterClassFeatIds(c.GetID()); List <Feat> allFeats = db.GetAllFeats(); acquiredFeats = new List <Feat>(); foreach (int i in featIds) { foreach (Feat f in allFeats) { if (f.id == i) { acquiredFeats.Add(f); break; } } } c.SetCharFeats(acquiredFeats); feats = c.GetFeats(); foreach (Feat f in feats) { //Make some childeren :^) FeatControl feat = new FeatControl(f, false); feat.lbFeatName.Content = f.GetName(); stackFeats.Children.Add(feat); } }
private void UpdateFeats() { List <int> acquiredFeatIds = db.GetCharacterClassFeatIds(c.GetID()); List <Feat> allFeats = db.GetAllFeats(); List <Feat> acquiredFeats = new List <Feat>(); foreach (int i in acquiredFeatIds) { foreach (Feat f in allFeats) { if (f.id == i) { acquiredFeats.Add(f); break; } } } c.SetCharFeats(acquiredFeats); feats = c.GetFeats(); FeatControl temp; foreach (Feat f in feats) { temp = new FeatControl(f, true); temp.lbFeatName.Content = f.GetName(); stackFeats.Children.Add(temp); } }