private void CheckedListStatesOnItemChanged(object sender, MultiStateCheckEventArgs e) { if (SuppressEvents) return; var multiStateCheckbox = sender as MultiStateCheckbox; if (multiStateCheckbox != null) this._enemy.state_ranks[e.Index + 1] = multiStateCheckbox.SelectedState; }
private void CheckedListBoxStatesOnItemChanged(object sender, MultiStateCheckEventArgs e) { if (SuppressEvents) return; var id = e.Index + 1; this._item.plus_state_set.Remove(id); this._item.minus_state_set.Remove(id); if (e.ValueIndex == 1) this._item.plus_state_set.Add(id); if (e.ValueIndex == 2) this._item.minus_state_set.Add(id); }
private void EfficiencyStatesOnItemChanged(object sender, MultiStateCheckEventArgs e) { if (!SuppressEvents) { var multiStateCheckbox = sender as MultiStateCheckbox; if (multiStateCheckbox != null) this._class.state_ranks[e.Index + 1] = multiStateCheckbox.SelectedState; } }