private void LoadData_Click(object sender, EventArgs e) { int NewAttack; int NewDefense; //Loads the saved information for currentHero, currentItem, and currentArmor if (Singleton.Instance.currentHero != null) { Singleton.Instance.currentHero = AssessmentSerialization <Players> .Deserialize("CurrentPlayer"); //If there is no Player chosen, the program will not break PlayerSelection.SelectedItem = Singleton.Instance.currentHero.Name; //Makes the comboBox currentHero equal the saved currentHero } if (Singleton.Instance.currentItem != null) { Singleton.Instance.currentItem = AssessmentSerialization <Items> .Deserialize("CurrentItem"); //If there is no Item chosen, the program will not break ItemSelection.SelectedItem = Singleton.Instance.currentItem.Name; //Makes the comboBox currentItem equal the saved currentItem NewAttack = Singleton.Instance.currentHero.Attack + Singleton.Instance.currentItem.Attack; //When Loaded, it automatically fixes the combined attack ItemCombo.Text = NewAttack.ToString(); } if (Singleton.Instance.currentArmor != null) { Singleton.Instance.currentArmor = AssessmentSerialization <Armor> .Deserialize("CurrentArmor"); //If there is no Armor chosen, the program will not break ArmorSelection.SelectedItem = Singleton.Instance.currentArmor.Name; //Makes the comboBox currentArmor equal the saved currentArmor NewDefense = Singleton.Instance.currentHero.Defense + Singleton.Instance.currentArmor.Defense; //When Loaded, it automatically fixes the combined defense ArmorCombo.Text = NewDefense.ToString(); } SaveLoad.AppendText(" Loaded"); }
private void ItemSelections(object sender, EventArgs e) { int NewAttack; //When you click an Item in the comboBox, it becomes the currentItem and it's values foreach (Items item in Singleton.Instance.mItems) { if (ItemSelection.SelectedItem.Equals(item.Name)) { Singleton.Instance.currentItem = item; break; } } if (PlayerSelection.SelectedValue != null) { //This adds the Players attack and item's value together to get a new attack NewAttack = Singleton.Instance.currentHero.Attack + Singleton.Instance.currentItem.Attack; ItemCombo.Text = NewAttack.ToString(); } }
private void UpdateD_Click(object sender, EventArgs e) { //This was made to update the data whenever you choose a new Player, it updates the attack and defense after clicking the new Player int NewAttack; int NewDefense; if (Singleton.Instance.currentHero != null)//If there is no Player chosen, the program will not break { PlayerAttack.Text = Singleton.Instance.currentHero.Attack.ToString(); PlayerDefense.Text = Singleton.Instance.currentHero.Defense.ToString(); } if (Singleton.Instance.currentItem != null)//If there is no Item chosen, the program will not break { NewAttack = Singleton.Instance.currentHero.Attack + Singleton.Instance.currentItem.Attack; ItemCombo.Text = NewAttack.ToString(); } if (Singleton.Instance.currentArmor != null)//If there is no Armor chosen, the program will not break { NewDefense = Singleton.Instance.currentHero.Defense + Singleton.Instance.currentArmor.Defense; ArmorCombo.Text = NewDefense.ToString(); } }