internal void RaisePartyList(DataPartyDetails party) { if (OnPartyList != null) { OnPartyList(party); } }
private void FFRKViewInventory_Load(object sender, EventArgs e) { if (DesignMode) { return; } if (FFRKProxy.Instance != null) { mAnalyzerSettings = AnalyzerSettings.DefaultSettings; mAnalyzerSettings.LevelConsideration = TranslateLevelConsideration((ScoreUpgradeModeComboIndex)comboBoxScoreSelection.SelectedIndex); mAnalyzer = new EquipmentAnalyzer(mAnalyzerSettings); FFRKProxy.Instance.OnPartyList += FFRKProxy_OnPartyList; DataPartyDetails party = FFRKProxy.Instance.GameState.PartyDetails; if (party != null) { // Run the initial analysis before updating the grids, so we can pass the // scores straight through. We'll run the analysis again every time they // change one of the settings, so that the scores update on the fly. mAnalyzer.Items = party.Equipments; mAnalyzer.Buddies = party.Buddies; mAnalyzer.Run(); UpdatePartyGrid(party.Buddies.ToList()); UpdateEquipmentGrid(party.Equipments); } } }
internal void RaisePartyList(DataPartyDetails party) { if (this.OnPartyList == null) { return; } this.OnPartyList(party); }
void FFRKProxy_OnPartyList(DataPartyDetails party) { BeginInvoke((Action)(() => { mAnalyzer.Items = party.Equipments; mAnalyzer.Buddies = party.Buddies; mAnalyzer.Run(); UpdatePartyGrid(party.Buddies.ToList()); UpdateEquipmentGrid(party.Equipments); })); }
private void RecalculateInventory() { if (FFRKProxy.Instance != null) { DataPartyDetails party = FFRKProxy.Instance.GameState.PartyDetails; if (party != null) { UpdateEquipmentGrid(party.Equipments); } } }
public override void Handle(Session Session) { DataPartyDetails party = JsonConvert.DeserializeObject <DataPartyDetails>(this.GetResponseBody(Session)); DbOpInsertItems dbOpInsertItems = new DbOpInsertItems(); foreach (DataEquipmentInformation equipment in party.Equipments) { dbOpInsertItems.Items.Add(new DbOpInsertItems.ItemRecord() { EquipCategory = new SchemaConstants.EquipmentCategory?(equipment.Category), Id = equipment.EquipmentId, Name = equipment.Name.TrimEnd(' ', '+', '+'), Type = equipment.Type, Rarity = equipment.BaseRarity, Series = new uint?(equipment.SeriesId) }); } FFRKProxy.Instance.GameState.PartyDetails = party; FFRKProxy.Instance.RaisePartyList(party); }
public override void Handle(Session Session) { DataPartyDetails party = JsonConvert.DeserializeObject <DataPartyDetails>(GetResponseBody(Session)); DbOpInsertItems insert_request = new DbOpInsertItems(); foreach (DataEquipmentInformation equip in party.Equipments) { DbOpInsertItems.ItemRecord record = new DbOpInsertItems.ItemRecord(); record.EquipCategory = equip.Category; record.Id = equip.EquipmentId; record.Name = equip.Name.TrimEnd(' ', '+', '+'); record.Type = equip.Type; record.Rarity = equip.BaseRarity; record.Series = equip.SeriesId; insert_request.Items.Add(record); } FFRKProxy.Instance.Database.BeginExecuteRequest(insert_request); FFRKProxy.Instance.GameState.PartyDetails = party; FFRKProxy.Instance.RaisePartyList(party); }