public void ResetControl() { _intCharacterID = 0; _intArmorID = 0; _intCharacterArmorID = 0; _OriginalCharArmorID = 0; _cwObjCA = new CharacterArmor(); }
// Use this for initialization public void AssignProfile(CharacterArmor characterArmor) { profile = characterArmor; button = GetComponent <Button>(); button.GetComponentInChildren <Text>().text = profile.profileName; button.onClick.RemoveAllListeners(); button.onClick.AddListener(OnClickHandler); }
// static public void storeArmor <A>(A iArmor, int i) where A : IArmor { CharacterArmor inventoryArmor = new CharacterArmor(); inventoryArmor.armorName = iArmor.Name; inventoryArmor.Defense = iArmor.Defense; inventoryArmor.Weight = iArmor.Weight; inventoryArmor.Value = iArmor.Value; armorArray[i] = inventoryArmor; }
public void SelectArmorProfle(CharacterArmor profile) { for (int x = 0; x < CharacterArmor.ARMOR_LOCATIONS; x++) { //Enter the values of the current profile into the input fields and then disable their interaction. armorInputFields[x].text = profile.armorVal[x].ToString(); armorInputFields[x].interactable = false; armorhardnessToggles[x].isOn = profile.isHard[x]; armorhardnessToggles[x].interactable = false; } }
public void SetControlWithCharacterArmor(Character objCharacter, CharacterArmor objCA) { _intCharacterID = objCA.CharacterID; _intArmorID = objCA.ArmorID; _cwObjCA = objCA; string strArmorAvail = ""; if ((_OriginalCharArmorID == 0) && (objCA.CharacterArmorID != 0)) { _OriginalCharArmorID = objCA.CharacterArmorID; } //Move to Character the Attack and Damage Bonuses grpCharacterArmor.Text = objCA.objArmor.ArmorName; txtArmorDescription.Text = objCA.objArmor.ArmorDescription; txtCharacterArmorNotes.Text = objCA.Notes; txtReflexAdjustment.Text = objCA.objArmor.ReflexAdjustment.ToString(); txtFortitudeAdjustment.Text = objCA.objArmor.FortitudeAdjustment.ToString(); txtCost.Text = objCA.objArmor.Cost.ToString(); txtArmorChkPenalty.Text = objCA.objArmor.objArmorType.ArmorCheckPenalty.ToString(); txtMaxDefBonus.Text = objCA.objArmor.MaxDefBonus.ToString(); txtWeight.Text = objCA.objArmor.Weight.ToString(); txtBook.Text = objCA.objArmor.objBook.BookName; txtEmplacementPoints.Text = objCA.objArmor.EmplacementPoints.ToString(); if (objCA.objArmor.lstArmorAvailability.Count > 0) { foreach (ItemAvailabilityType objIAT in objCA.objArmor.lstArmorAvailability) { strArmorAvail = strArmorAvail + objIAT.ItemAvailabilityTypeName + ", "; } strArmorAvail = strArmorAvail.Substring(0, strArmorAvail.Length - 2); } txtArmorAvailability.Text = strArmorAvail; txtArmorType.Text = objCA.objArmor.objArmorType.ArmorTypeName; txtSpeed6.Text = objCA.objArmor.objArmorType.Speed_6.ToString(); txtSpeed4.Text = objCA.objArmor.objArmorType.Speed_4.ToString(); txtSpeed8.Text = objCA.objArmor.objArmorType.Speed_8.ToString(); txtModificationDescription.Text = ""; LoadModificationListView(); //SetButtons(); }
private void RemoveModsFromDevice() { CharacterEquipment objCharEquip = new CharacterEquipment(); CharacterArmor objCharArmor = new CharacterArmor(); CharacterWeapon objCharWeapon = new CharacterWeapon();; switch (enumModType) { case Common.ModificationType.Armor: objCharArmor.GetCharacterArmor(intModedObjID); break; case Common.ModificationType.Equipment: objCharEquip.GetCharacterEquipment(intModedObjID); break; case Common.ModificationType.Weapon: objCharWeapon.GetCharacterWeapon(intModedObjID); break; } //Delete the mod if its not in the selected list foreach (Modification objOrigMod in lstOriginalModfications) { if (!Modification.IsModificationInList(objOrigMod, lstModficationsSelected)) { switch (enumModType) { case Common.ModificationType.Armor: objCharArmor.DeleteCharacterArmorModification(intModedObjID, objOrigMod.ModificationID); break; case Common.ModificationType.Equipment: objCharEquip.DeleteCharacterEquipmentModification(intModedObjID, objOrigMod.ModificationID); break; case Common.ModificationType.Weapon: objCharWeapon.DeleteCharacterWeaponModification(intModedObjID, objOrigMod.ModificationID); break; } } } //Add the mod if its not in the Original List foreach (Modification objSelMod in lstModficationsSelected) { if (!Modification.IsModificationInList(objSelMod, lstOriginalModfications)) { switch (enumModType) { case Common.ModificationType.Armor: objSelMod.SaveCharacterArmorModification(objCharArmor.CharacterArmorID, objSelMod.ModificationID); break; case Common.ModificationType.Equipment: objSelMod.SaveCharacterEquipmentModification(objCharEquip.CharacterEquipmentID, objSelMod.ModificationID); break; case Common.ModificationType.Weapon: objSelMod.SaveCharacterWeaponModification(objCharWeapon.CharacterWeaponID, objSelMod.ModificationID); break; } } } }