Exemplo n.º 1
0
        private void SetSelectedCategory(int index)
        {
            ClanMembers.IsSelected = false;
            CanvassVM.IsSelected   = false;
            ClanFiefs.IsSelected   = false;
            ModSettings.IsSelected = false;
            switch (index)
            {
            case 0:
                ClanMembers.IsSelected = true;
                break;

            case 1:
                CanvassVM.IsSelected = true;
                CanvassVM.RefreshClan();
                break;

            case 2:
                ClanFiefs.IsSelected = true;
                break;

            default:
                ModSettings.IsSelected = true;
                ModSettings.RefreshSetting();
                break;
            }
            IsMembersSelected = ClanMembers.IsSelected;
            IsPartiesSelected = CanvassVM.IsSelected;
            IsFiefsSelected   = ClanFiefs.IsSelected;
            IsIncomeSelected  = ModSettings.IsSelected;
        }
Exemplo n.º 2
0
 public WangVM(Action onClose, Action <MobileParty> openPartyAsManage, Action openBannerEditor)
 {
     _onClose           = onClose;
     _openPartyAsManage = openPartyAsManage;
     _clan = Hero.MainHero.Clan;
     _playerUpdateTracker = PlayerUpdateTracker.Current;
     ClanMembers          = new WangClanMembersVM(RefreshCategoryValues);
     CanvassVM            = new CanvassVM(RefreshCategoryValues);
     ModSettings          = new ModSettingVM(RefreshCategoryValues);
     ClanFiefs            = new ClanFiefsVM(RefreshCategoryValues);
     SetSelectedCategory(0);
     Leader        = new HeroVM(_clan.Leader);
     CurrentRenown = (int)Clan.PlayerClan.Renown;
     CurrentTier   = Clan.PlayerClan.Tier;
     if (Campaign.Current.Models.ClanTierModel.HasUpcomingTier(Clan.PlayerClan))
     {
         NextTierRenown          = Clan.PlayerClan.RenownRequirementForNextTier;
         MinRenownForCurrentTier = Campaign.Current.Models.ClanTierModel.GetRequiredRenownForTier(CurrentTier);
         NextTier = Clan.PlayerClan.Tier + 1;
         IsRenownProgressComplete = false;
     }
     else
     {
         NextTierRenown          = 1;
         MinRenownForCurrentTier = 1;
         NextTier = 0;
         IsRenownProgressComplete = true;
     }
     RenownHint = new BasicTooltipViewModel(() => CampaignUIHelper.GetClanRenownTooltip(Clan.PlayerClan));
     UpdateBannerVisuals();
 }