private void SetConditionalType(Genus2D.GameData.ConditionalBranchType type) { switch (type) { case Genus2D.GameData.ConditionalBranchType.PlayerPosition: PlayerPositionCheck.Checked = true; break; case Genus2D.GameData.ConditionalBranchType.MapEventPosition: MapEventPositionCheck.Checked = true; break; case Genus2D.GameData.ConditionalBranchType.ItemEquipped: ItemEquippedCheck.Checked = true; break; case Genus2D.GameData.ConditionalBranchType.ItemInInventory: ItemInInventoryCheck.Checked = true; break; case Genus2D.GameData.ConditionalBranchType.SystemVariable: SystemVariableCheck.Checked = true; break; case Genus2D.GameData.ConditionalBranchType.QuestStatus: QuestStatusCheck.Checked = true; break; case Genus2D.GameData.ConditionalBranchType.SelectedOption: SelectedOptionCheck.Checked = true; break; case Genus2D.GameData.ConditionalBranchType.TerrainTag: TerrainTagCheck.Checked = true; break; case Genus2D.GameData.ConditionalBranchType.PlayerDirection: PlayerDirectionCheck.Checked = true; break; case Genus2D.GameData.ConditionalBranchType.PlayerGold: PlayerGoldCheck.Checked = true; break; } }
public void ApplyData() { Genus2D.GameData.ConditionalBranchType condition = GetConditionalType(); _command.SetParameter("ConditionalBranchType", condition); int mapID; switch (condition) { case Genus2D.GameData.ConditionalBranchType.PlayerPosition: mapID = PlayerMap.SelectedIndex; if (mapID == -1) { MessageBox.Show("Please select a valid map."); return; } _command.SetParameter("PlayerMapID", mapID); _command.SetParameter("PlayerMapX", (int)PlayerX.Value); _command.SetParameter("PlayerMapY", (int)PlayerY.Value); break; case Genus2D.GameData.ConditionalBranchType.MapEventPosition: mapID = MapEventMap.SelectedIndex; int eventID = MapEvent.SelectedIndex; if (mapID == -1) { MessageBox.Show("Please select a valid map."); return; } if (eventID == -1) { MessageBox.Show("Please select a valid map event."); return; } _command.SetParameter("MapEventMapID", mapID); _command.SetParameter("MapEventID", eventID); _command.SetParameter("MapEventMapX", (int)MapEventX.Value); _command.SetParameter("MapEventMapY", (int)MapEventY.Value); break; case Genus2D.GameData.ConditionalBranchType.ItemEquipped: _command.SetParameter("EquippedItemID", ItemEquippedSelection.SelectedIndex); break; case Genus2D.GameData.ConditionalBranchType.ItemInInventory: _command.SetParameter("InventoryItemID", ItemInInventorySelection.SelectedIndex); _command.SetParameter("InventoryItemAmount", (int)InventoryItemStack.Value); break; case Genus2D.GameData.ConditionalBranchType.SystemVariable: _command.SetParameter("VariableID", VariableSelection.SelectedIndex); _command.SetParameter("VariableType", GetVariableType()); switch (GetVariableType()) { case Genus2D.GameData.VariableType.Integer: _command.SetParameter("VariableIntegerValue", (int)VariableIntegerValue.Value); _command.SetParameter("ValueCondition", (Genus2D.GameData.ConditionValueCheck)VariableValueCondition.SelectedIndex); break; case Genus2D.GameData.VariableType.Float: _command.SetParameter("VariableFloatValue", (float)VariableFloatValue.Value); _command.SetParameter("ValueCondition", (Genus2D.GameData.ConditionValueCheck)VariableValueCondition.SelectedIndex); break; case Genus2D.GameData.VariableType.Bool: _command.SetParameter("VariableBoolValue", VariableBoolValue.SelectedIndex == 0 ? true : false); break; case Genus2D.GameData.VariableType.Text: _command.SetParameter("VariableTextValue", VariableTextValue.Text); _command.SetParameter("TextCondition", (Genus2D.GameData.ConditionalTextCheck)VariableTextCondition.SelectedIndex); break; } break; case Genus2D.GameData.ConditionalBranchType.QuestStatus: _command.SetParameter("QuestID", QuestSelection.SelectedIndex); _command.SetParameter("QuestStatus", GetQuestStatus()); _command.SetParameter("QuestProgressionCondition", QuestProgressionCondition.SelectedIndex); _command.SetParameter("QuestProgression", QuestProgressionSelection.SelectedIndex); break; case Genus2D.GameData.ConditionalBranchType.SelectedOption: _command.SetParameter("SelectedOption", (int)SelectedOptionControl.Value); break; case Genus2D.GameData.ConditionalBranchType.TerrainTag: _command.SetParameter("TerrainTag", (int)TerrainTagControl.Value); break; case Genus2D.GameData.ConditionalBranchType.PlayerDirection: _command.SetParameter("PlayerDirection", (Genus2D.GameData.FacingDirection)PlayerDirectionSelection.SelectedIndex); break; case Genus2D.GameData.ConditionalBranchType.PlayerGold: _command.SetParameter("Gold", (int)GoldControl.Value); break; } _command.SetParameter("Result", ResultSelection.SelectedIndex == 0 ? true : false); }