public void PopulateSkills() { if (SkillSet == null) { SkillSet = new Ability[4]; } if (SelectedAbilities == null) { SelectedAbilities = new AbilitiesList[4]; } if (skillStringName == null) { skillStringName = new string[4]; } if (lib == null) { } for (int i = 0; i < 4; i++) { if (SkillSet[i] == null && skillStringName[i] != null) { if (lib.AbilityDictionary.ContainsKey(skillStringName[i])) { SkillSet[i] = lib.AbilityDictionary[skillStringName[i]]; } } else if (skillStringName[i] == null) { skillStringName[i] = null; //SkillSet[i] = lib.AbilityDictionary[skillStringName[i]]; SkillSet[i] = null; } } //Denoting abilities available from delegates. Uses player-readable name of ability as key in the dictionary. for (int i = 0; i < 4; i++) { if (SkillSet[i] != null) { SelectedAbilities[i] = lib.AbilityDictionary[SkillSet[i].abilityName].UseAbility; } else { SelectedAbilities[i] = null; } } /*SelectedAbilities[0] = lib.AbilityDictionary[SkillSet[0].abilityName].UseAbility; * SelectedAbilities[1] = lib.AbilityDictionary[SkillSet[1].abilityName].UseAbility; * SelectedAbilities[2] = lib.AbilityDictionary[SkillSet[2].abilityName].UseAbility; * SelectedAbilities[3] = lib.AbilityDictionary[SkillSet[3].abilityName].UseAbility;*/ }
private void AddAbilityButton_Click(object sender, RoutedEventArgs e) { if (_abilities.Contains(AbilitiesName.Text)) { return; } _abilities.Add(AbilitiesName.Text); AbilitiesList.Items.Refresh(); AbilitiesList.SelectedIndex = AbilitiesList.Items.Count - 1; AbilitiesList.ScrollIntoView(AbilitiesList.SelectedItem); }