private void __AddCardsButton_Click(object sender, EventArgs e) { // Convert the set to a pool of skills: List <Skill> pool = new List <Skill>(); SkillBoosterSet set = SkillBoosterSet.Sets[__SelectedSet.SelectedIndex < 0 ? 0 : __SelectedSet.SelectedIndex]; foreach (int i in set.SetSkills) { pool.Add(SkillDatabase.Data[i]); } // Pool is now added to a grab bag: GrabBag bag = new GrabBag(pool); // Now I need to grab some number of skills and add 'em to the league! BoosterLeaguePool newBooster = new BoosterLeaguePool(); foreach (Skill skill in bag.PullXFromBag((int)__NumberOfBoostersToAdd.Value)) { League.AddSkill(skill); newBooster.AddSkill(skill); } // And redraw the league pool: __LeaguePoolDisplay.Redraw(); // Let's show the player what they got! NewBoostersForLeagueDialog.ShowAddedBoostersDialog(1, newBooster); }
static internal void ShowAddedBoostersDialog(int boosters, BoosterLeaguePool pool) { NewBoostersForLeagueDialog dialog = new NewBoostersForLeagueDialog(); dialog.Text = "Added skills from " + boosters.ToString() + " booster packs!"; dialog.__Pool.SetPool(pool); dialog.ShowDialog(); }
private void __Button_AddBoosters_Click(object sender, EventArgs e) { // Add boosters to league: List <SkillBoosterPack> boosters = SkillBoosterPack.GenerateBoosterBox(__SelectedSet.SelectedIndex < 0 ? 0 : __SelectedSet.SelectedIndex, (int)__NumberOfBoostersToAdd.Value); // Temporary league to hold the added skills for display purposes... BoosterLeaguePool newBoosters = new BoosterLeaguePool(); newBoosters.AddBox(boosters); newBoosters.SortByProfessionAttribute(); newBoosters.SortByRarity(); League.AddBox(boosters); // Redraw the pool... __LeaguePoolDisplay.Redraw(); // Show a dialog containing the new skills: NewBoostersForLeagueDialog.ShowAddedBoostersDialog((int)__NumberOfBoostersToAdd.Value, newBoosters); }