// Through this method, we create the buttons that will be on the panel, except the basement's floors public void createFloorRequestButtons(int _amountOfFloors) { for (int buttonFloor = 1; buttonFloor <= _amountOfFloors; buttonFloor++) { FloorRequestButton floorRequestButton = new FloorRequestButton(Buttons.floorRequestButtonID, "off", buttonFloor, "up"); this.floorRequestButtonsList.Add(floorRequestButton); Buttons.floorRequestButtonID++; } }
// Through this method, we create the buttons that will be on the panel, just the basement's floors public void createBasementFloorRequestButtons(int _amountOfBasements) { int buttonFloor = -1; for (int i = 1; i <= _amountOfBasements; i++) { FloorRequestButton floorRequestButton = new FloorRequestButton(Buttons.floorRequestButtonID, "off", buttonFloor, "down"); this.floorRequestButtonsList.Add(floorRequestButton); buttonFloor--; Buttons.floorRequestButtonID++; } }
//Method to create buttons to request a floor public void makeFloorRequestButtons(int amountOfFloors) { int buttonFloor = 1; for (int i = 0; i < amountOfFloors; i++) { var floorRequestButton = new FloorRequestButton(floorRequestButtonID, "off", buttonFloor); floorRequestButtonsList.Add(floorRequestButton); buttonFloor++; floorRequestButtonID++; } }
//Method to create basement floor request buttons public void makeBasementFloorRequestButtons(int amountOfBasements) { int buttonFloor = -1; for (int i = 0; i < amountOfBasements; i++) { var floorRequestButton = new FloorRequestButton(floorRequestButtonID, "off", buttonFloor); floorRequestButtonsList.Add(floorRequestButton); buttonFloor--; floorRequestButtonID++; } }