void FFRKProxy_OnPartyList(DataPartyDetails party) { BeginInvoke((Action)(() => { mAnalyzer.Items = party.Equipments; mAnalyzer.Buddies = party.Buddies; mAnalyzer.Run(); UpdatePartyGrid(party.Buddies.ToList()); UpdateEquipmentGrid(party.Equipments); })); }
private void FFRKViewInventory_Load(object sender, EventArgs e) { if (DesignMode) { return; } if (FFRKProxy.Instance != null) { mAnalyzerSettings = AnalyzerSettings.DefaultSettings; mAnalyzerSettings.LevelConsideration = TranslateLevelConsideration((ScoreUpgradeModeComboIndex)comboBoxScoreSelection.SelectedIndex); mAnalyzer = new EquipmentAnalyzer(mAnalyzerSettings); FFRKProxy.Instance.OnPartyList += FFRKProxy_OnPartyList; DataPartyDetails party = FFRKProxy.Instance.GameState.PartyDetails; if (party != null) { // Run the initial analysis before updating the grids, so we can pass the // scores straight through. We'll run the analysis again every time they // change one of the settings, so that the scores update on the fly. mAnalyzer.Items = party.Equipments; mAnalyzer.Buddies = party.Buddies; mAnalyzer.Run(); UpdatePartyGrid(party.Buddies.ToList()); UpdateEquipmentGrid(party.Equipments); } } }