private void btnContinue_Click(object sender, RoutedEventArgs e) { // Validate the current step before setting it to the next step. string message; if (!this.ValidateStep(this.Step, out message)) { MessageBox.Show(message, "Validation Error", MessageBoxButton.OK); } else { CreateCharacterWizardStep step = this.Step; switch (this.Step) { case CreateCharacterWizardStep.Gender: step = CreateCharacterWizardStep.Name; break; case CreateCharacterWizardStep.Name: if (!ctlName.IsNameAvailable) { this.Cursor = Cursors.Wait; _nameCheckCauseAdvanceStep = true; _supressSuccessNameCheckMessage = true; ctlName.CheckName(); } else { step = CreateCharacterWizardStep.Race; } break; case CreateCharacterWizardStep.Race: step = CreateCharacterWizardStep.Attributes; break; case CreateCharacterWizardStep.Attributes: step = CreateCharacterWizardStep.SkillGroups; break; case CreateCharacterWizardStep.SkillGroups: step = CreateCharacterWizardStep.Review; break; case CreateCharacterWizardStep.Skills: step = CreateCharacterWizardStep.Review; break; case CreateCharacterWizardStep.Review: // Create Character. break; } this.Step = step; } }
void CreateCharacterWizardScreen_Loaded(object sender, RoutedEventArgs e) { this.Avatar = new Avatar(); this.Step = CreateCharacterWizardStep.Gender; ctlRace.SetDefaultSelection(); _diagCreateCharacterContent = new LoadingCharactersDialog(); diagCreateCharacter.DialogContent.Add(_diagCreateCharacterContent); ctlSkills.MaximumSkillValue = 32; ctlSkills.SkillChanged += new SkillChangedEventHandler(ctlSkills_SkillChanged); }
private void ctlName_NameCheckComplete(NameCheckEventArgs e) { this.Cursor = Cursors.Arrow; if (e.IsAvailable) { if (!_supressSuccessNameCheckMessage) { MessageBox.Show(e.Message, "Character Name Available", MessageBoxButton.OK); } if (_nameCheckCauseAdvanceStep) { _nameCheckCauseAdvanceStep = false; this.Step = CreateCharacterWizardStep.Race; } } else { MessageBox.Show(e.Message, "Unavailable Character Name", MessageBoxButton.OK); this.Step = CreateCharacterWizardStep.Name; } }
private bool ValidateStep(CreateCharacterWizardStep step, out string message) { // Validate current step. switch (step) { case CreateCharacterWizardStep.Gender: break; case CreateCharacterWizardStep.Name: if (String.IsNullOrEmpty(this.Avatar.Name)) { message = "Please enter a first name for your new Character."; return(false); } break; case CreateCharacterWizardStep.Attributes: if (ctlAttributes.AttributePoints != 0) { message = "You still have Attribute Points left over, you need to use these before you can continue with the Character Creation process."; return(false); } break; case CreateCharacterWizardStep.Race: break; case CreateCharacterWizardStep.SkillGroups: break; case CreateCharacterWizardStep.Skills: break; case CreateCharacterWizardStep.Review: break; } message = String.Empty; return(true); }
private void btnBack_Click(object sender, RoutedEventArgs e) { CreateCharacterWizardStep step = this.Step; switch (this.Step) { case CreateCharacterWizardStep.Gender: ScreenManager.SetScreen(new HomeScreen()); return; case CreateCharacterWizardStep.Name: _supressSuccessNameCheckMessage = false; step = CreateCharacterWizardStep.Gender; btnBack.Visibility = Visibility.Visible; break; case CreateCharacterWizardStep.Race: step = CreateCharacterWizardStep.Name; break; case CreateCharacterWizardStep.Attributes: step = CreateCharacterWizardStep.Race; break; case CreateCharacterWizardStep.SkillGroups: step = CreateCharacterWizardStep.Attributes; break; case CreateCharacterWizardStep.Skills: step = CreateCharacterWizardStep.SkillGroups; break; case CreateCharacterWizardStep.Review: step = CreateCharacterWizardStep.SkillGroups; break; } this.Step = step; }
private void btnThief_Click(object sender, RoutedEventArgs e) { // Set Thief Skills, advance to skills. this.LoadSkills(Game.SkillGroups["Thief"]); this.Step = CreateCharacterWizardStep.Skills; }
private void btnFreeForm_Click(object sender, RoutedEventArgs e) { this.LoadSkills(null); this.Step = CreateCharacterWizardStep.Skills; }