private void NormalMode_Remove(Skill sk) { if (!SettingsHolder.CooldownWindowSettings.Enabled) { return; } try { var longSkill = LongSkills.ToSyncList().FirstOrDefault(x => x.Skill.IconName == sk.IconName); if (longSkill != null) { LongSkills.Remove(longSkill); longSkill.Dispose(); } var shortSkill = ShortSkills.ToSyncList().FirstOrDefault(x => x.Skill.IconName == sk.IconName); if (shortSkill != null) { ShortSkills.Remove(shortSkill); shortSkill.Dispose(); } var itemSkill = ItemSkills.ToSyncList().FirstOrDefault(x => x.Skill.Name == sk.Name); if (itemSkill != null) { ItemSkills.Remove(itemSkill); itemSkill.Dispose(); } } catch { // ignored } }
private void OnSkillShapeChanged() { OtherSkills.RefreshTemplate("NormalSkillTemplateSelector"); ItemSkills.RefreshTemplate("NormalSkillTemplateSelector"); // NOTE: the above can't be done for fixed skill ICs, // because they use ControlTemplate and not DataTemplate RefreshControlTemplate(MainSkills); RefreshControlTemplate(SecSkills); }
public void ClearSkills() { ShortSkills.Clear(); LongSkills.Clear(); MainSkills.Clear(); SecondarySkills.Clear(); OtherSkills.Clear(); ItemSkills.Clear(); HiddenSkills.Clear(); }
public void ClearSkills() { ShortSkills.ToList().ForEach(sk => sk.Dispose()); LongSkills.ToList().ForEach(sk => sk.Dispose()); MainSkills.ToList().ForEach(sk => sk.Dispose()); SecondarySkills.ToList().ForEach(sk => sk.Dispose()); OtherSkills.ToList().ForEach(sk => sk.Dispose()); ItemSkills.ToList().ForEach(sk => sk.Dispose()); ShortSkills.Clear(); LongSkills.Clear(); MainSkills.Clear(); SecondarySkills.Clear(); OtherSkills.Clear(); ItemSkills.Clear(); HiddenSkills.Clear(); }
private void FixedMode_Remove(Skill sk) { //sk.SetDispatcher(Dispatcher); if (!SettingsHolder.CooldownWindowSettings.Enabled) { return; } var skill = MainSkills.ToSyncList().FirstOrDefault(x => x.Skill.IconName == sk.IconName); if (skill != null) { skill.Refresh(sk.Id, 0, CooldownMode.Normal); return; } skill = SecondarySkills.ToSyncList().FirstOrDefault(x => x.Skill.IconName == sk.IconName); if (skill != null) { skill.Refresh(sk.Id, 0, CooldownMode.Normal); return; } var item = ItemSkills.ToSyncList().FirstOrDefault(x => x.Skill.IconName == sk.IconName); if (item != null) { ItemSkills.Remove(item); item.Dispose(); return; } try { var otherSkill = OtherSkills.ToSyncList().FirstOrDefault(x => x.Skill.Name == sk.Name); if (otherSkill != null) { OtherSkills.Remove(otherSkill); otherSkill.Dispose(); } } catch { // ignored } }
public void ClearSkills() { Dispatcher.BeginInvoke(new Action(() => { ShortSkills.ToList().ForEach(sk => sk.Dispose()); LongSkills.ToList().ForEach(sk => sk.Dispose()); MainSkills.ToList().ForEach(sk => sk.Dispose()); SecondarySkills.ToList().ForEach(sk => sk.Dispose()); OtherSkills.ToList().ForEach(sk => sk.Dispose()); ItemSkills.ToList().ForEach(sk => sk.Dispose()); ShortSkills.Clear(); LongSkills.Clear(); MainSkills.Clear(); SecondarySkills.Clear(); OtherSkills.Clear(); ItemSkills.Clear(); HiddenSkills.Clear(); })); }