public void UpdateFromTreatment(TreatmentSlot slot) { TargetPositiveQuirk = slot.TargetPositiveQuirk == null ? "" : slot.TargetPositiveQuirk; TargetNegativeQuirk = slot.TargetNegativeQuirk == null ? "" : slot.TargetNegativeQuirk; TargetDiseaseQuirk = slot.TargetDiseaseQuirk == null ? "" : TargetDiseaseQuirk; HeroRosterId = slot.Hero == null ? -1 : slot.Hero.RosterId; Status = slot.Status == ActivitySlotStatus.Paid && HeroRosterId == -1 ? ActivitySlotStatus.Available : slot.Status; }
public void UpdateFromActivity(ActivitySlot slot) { TargetPositiveQuirk = ""; TargetNegativeQuirk = ""; TargetDiseaseQuirk = ""; HeroRosterId = slot.Hero == null ? -1 : slot.Hero.RosterId; Status = slot.Status == ActivitySlotStatus.Paid && HeroRosterId == -1? ActivitySlotStatus.Available : slot.Status; }
public void SetStatus(ActivitySlotStatus status) { if (ActivitySlot == null) { return; } ActivitySlot.Status = status; if (ActivitySlot.Status == ActivitySlotStatus.Available) { ActivitySlot.Hero = null; } UpdateSlot(); }
public void SetStatus(ActivitySlotStatus status) { if (TreatmentSlot == null) { return; } TreatmentSlot.Status = status; switch (TreatmentSlot.Status) { case ActivitySlotStatus.Available: TreatmentSlot.Hero = null; break; } UpdateSlot(); }
public void SetStatus(ActivitySlotStatus status) { if (TreatmentSlot == null) { return; } TreatmentSlot.Status = status; switch (TreatmentSlot.Status) { case ActivitySlotStatus.Available: TreatmentSlot.Hero = null; break; case ActivitySlotStatus.Blocked: case ActivitySlotStatus.Caretaken: case ActivitySlotStatus.Crierd: case ActivitySlotStatus.Checkout: case ActivitySlotStatus.Paid: default: break; } UpdateSlot(); }