Esempio n. 1
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 private void UpdateHpAndAc(GameObject critter, ChargenStages completedStages)
 {
     if (critter != null && completedStages > ChargenStages.CG_Stage_Class)
     {
         _hp.IsActive = true;
         _hp.Value    = critter.GetStat(Stat.hp_max).ToString();
         _ac.IsActive = true;
         _ac.Value    = critter.GetStat(Stat.ac).ToString();
     }
     else
     {
         _hp.IsActive = false;
         _ac.IsActive = false;
     }
 }
Esempio n. 2
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    public void Update(CharEditorSelectionPacket pkt, GameObject critter, ChargenStages completedStages)
    {
        for (var i = 0; i < pkt.abilityStats.Length; i++)
        {
            _abilityScoreWidgets[i].IsActive     = pkt.abilityStats[i] != -1;
            _abilityScoreWidgets[i].AbilityScore = pkt.abilityStats[i];
        }

        UpdateHeight(pkt);
        UpdateWeight(pkt);
        UpdateExperienceAndLevel(critter, completedStages);
        UpdateHpAndAc(critter, completedStages);
        UpdateSavingThrows(critter, completedStages);
        UpdateInitiativeAndSpeed(critter, completedStages);
        UpdateAttackBonus(critter, completedStages);
    }
Esempio n. 3
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 private void UpdateInitiativeAndSpeed(GameObject critter, ChargenStages completedStages)
 {
     if (critter != null && completedStages > ChargenStages.CG_Stage_Class)
     {
         _initiativeBonus.IsActive = true;
         _initiativeBonus.Value    = critter.GetStat(Stat.initiative_bonus).ToString();
         _speed.IsActive           = true;
         var movementSpeed = critter.Dispatch41GetMoveSpeed(out _);
         _speed.Value = ((int)movementSpeed).ToString();
     }
     else
     {
         _initiativeBonus.IsActive = false;
         _speed.IsActive           = false;
     }
 }
Esempio n. 4
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 private void UpdateAttackBonus(GameObject critter, ChargenStages completedStages)
 {
     if (critter != null && completedStages > ChargenStages.CG_Stage_Class)
     {
         _meleeAttackBonus.IsActive = true;
         var meleeBonus = critter.GetStat(Stat.melee_attack_bonus);
         _meleeAttackBonus.Value     = $"{meleeBonus:+#;-#;0}";
         _rangedAttackBonus.IsActive = true;
         var rangedBonus = critter.GetStat(Stat.ranged_attack_bonus);
         _rangedAttackBonus.Value = $"{rangedBonus:+#;-#;0}";
     }
     else
     {
         _meleeAttackBonus.IsActive  = false;
         _rangedAttackBonus.IsActive = false;
     }
 }
Esempio n. 5
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 private void UpdateExperienceAndLevel(GameObject critter, ChargenStages completedStages)
 {
     if (critter != null && completedStages >= ChargenStages.CG_Stage_Class)
     {
         // Vanilla just used constants (exp: 0, lvl: 1) here, but we query the
         // actual object for consistency's sake
         _experience.IsActive = true;
         _experience.Value    = critter.GetStat(Stat.experience).ToString();
         _level.IsActive      = true;
         _level.Value         = critter.GetStat(Stat.level).ToString();
     }
     else
     {
         _experience.IsActive = false;
         _level.IsActive      = false;
     }
 }
Esempio n. 6
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 private void UpdateSavingThrows(GameObject critter, ChargenStages completedStages)
 {
     if (critter != null && completedStages >= ChargenStages.CG_Stage_Class)
     {
         _reflexSave.IsActive    = true;
         _reflexSave.Value       = critter.GetStat(Stat.save_reflexes).ToString();
         _fortitudeSave.IsActive = true;
         _fortitudeSave.Value    = critter.GetStat(Stat.save_fortitude).ToString();
         _willSave.IsActive      = true;
         _willSave.Value         = critter.GetStat(Stat.save_willpower).ToString();
     }
     else
     {
         _fortitudeSave.IsActive = false;
         _reflexSave.IsActive    = false;
         _willSave.IsActive      = false;
     }
 }