private void InventoryList_SelectedIndexChanged(object sender, EventArgs e) { try { var armor = GetArmorFromSelected(); SelectedInventorySkill.Clear(); var skills = armor.PrintSkills().Split('|'); for (int i = 0; i < skills.Length - 1; i++) { SelectedInventorySkill.AppendText(skills[i]); SelectedInventorySkill.AppendText(Environment.NewLine); } SelectedInventorySkill.AppendText(skills.Last()); } catch (NullReferenceException) { } catch (ArgumentOutOfRangeException) { } }
private void UpdateAllScreens() { int s_index = InventoryList.SelectedIndex; InventoryList.Items.Clear(); InventoryList.Items.Add($"~ Inventory ({_state.Player.Inventory.Inventory.Count}/100)~"); InventoryList.Items.AddRange(_state.Player.Inventory.Inventory.ToArray()); SelectedInventorySkill.Clear(); skillDisplay.Clear(); var elementals = _state.Player.ElementalAttack; for (int i = 0; i < elementals.Count - 1; i++) { skillDisplay.AppendText($"{_state.SManager.ElementToString(i)} +{elementals[i]}"); skillDisplay.AppendText(Environment.NewLine); } skillDisplay.AppendText($"{_state.SManager.ElementToString(elementals.Count - 1)} +{elementals.Last()}"); _state.HandleSelectedIndex(InventoryList, s_index); }
private void InventoryList_SelectedIndexChanged(object sender, EventArgs e) { try { var inventory = _state.Player.Inventory.Inventory; var armor = inventory[InventoryList.SelectedIndex - 1]; SelectedInventorySkill.Clear(); var skills = armor.PrintSkills().Split('|'); for (int i = 0; i < skills.Length - 1; i++) { SelectedInventorySkill.AppendText(skills[i]); SelectedInventorySkill.AppendText(Environment.NewLine); } SelectedInventorySkill.AppendText(skills.Last()); } catch (NullReferenceException) { } catch (ArgumentOutOfRangeException) { if (InventoryList.Items.Count > 1) { InventoryList.SelectedIndex = 1; } } }