Пример #1
0
        private void BtAddchrhi_Click(object sender, RoutedEventArgs e)
        {
            if (faction.Leader == null)
            {
                MessageBox.Show("请先选择势力君主");
            }
            else
            {
                Window window = new Window();
                window.Title = "请添加想要的城池";
                window.WindowStartupLocation = WindowStartupLocation.CenterScreen;
                window.Width  = 800;
                window.Height = 600;
                Grid grid = new Grid();
                window.Content = grid;
                ListBox listBox = new ListBox();
                listBox.HorizontalContentAlignment = HorizontalAlignment.Stretch;
                foreach (Architecture architecture in scen.Architectures)
                {
                    if (!architectureListtemp.GameObjects.Contains(architecture))
                    {
                        CheckBox checkBox = new CheckBox();
                        checkBox.IsChecked = false;
                        checkBox.Content   = architecture;
                        Faction tempfaction = architecture.BelongedFaction;
                        checkBox.Click += checkBox_check;
                        void checkBox_check(object sender2, RoutedEventArgs e2)
                        {
                            if (checkBox.IsChecked == true)
                            {
                                if (tempfaction != null && architecture.Persons.HasGameObject(tempfaction.Leader))
                                {
                                    MessageBox.Show("无法选择此城池," + tempfaction.Name + "的君主" + tempfaction.Leader.Name + "在此城池中");
                                    checkBox.IsChecked = false;
                                }
                                else
                                {
                                    architectureListtemp.Add(architecture);
                                }
                            }
                            else
                            {
                                architectureListtemp.Remove(architecture);
                            }
                        }

                        listBox.Items.Add(checkBox);
                    }
                }
                grid.Children.Add(listBox);
                window.Closed += window_Closed;
                void window_Closed(object sender3, EventArgs e3)
                {
                    lbArchis.Items.Clear();
                    InitArchis();
                }

                window.ShowDialog();
            }
        }
        private void EditArchitectures()
        {
            ArchitectureList list = new ArchitectureList();

            for (int i = 0; i < this.dgvArchitectures.SelectedRows.Count; i++)
            {
                list.Add(this.Architectures[this.dgvArchitectures.SelectedRows[i].Index]);
            }
            frmEditArchitecture architecture = new frmEditArchitecture();

            architecture.MainForm      = this.MainForm;
            architecture.Architectures = list;
            architecture.ShowDialog();
            this.dgvArchitectures.Invalidate();
        }
Пример #3
0
        private void ShowOrientationFrame()
        {
            GameDelegates.VoidFunction function  = null;
            GameDelegates.VoidFunction function2 = null;
            GameDelegates.VoidFunction function3 = null;
            switch (this.EditingSection.AIDetail.OrientationKind)
            {
            case SectionOrientationKind.军区:
                this.TabListPlugin.InitialValues(this.EditingFaction.GetOtherSections(this.OriginalSection), null, this.screen.MouseState.ScrollWheelValue, "");
                this.TabListPlugin.SetListKindByName("Section", true, false);
                this.TabListPlugin.SetSelectedTab("");
                this.GameFramePlugin.Kind     = FrameKind.TerrainDetail;
                this.GameFramePlugin.Function = FrameFunction.Transport;
                this.GameFramePlugin.SetFrameContent(this.TabListPlugin.TabList, this.screen.viewportSize);
                this.GameFramePlugin.OKButtonEnabled     = false;
                this.GameFramePlugin.CancelButtonEnabled = true;
                if (function == null)
                {
                    function = delegate {
                        this.EditingSection.OrientationFaction      = null;
                        this.EditingSection.OrientationState        = null;
                        this.EditingSection.OrientationArchitecture = null;
                        this.EditingSection.OrientationSection      = this.TabListPlugin.SelectedItem as Section;
                        this.RefreshOKButton();
                        this.RefreshLabelTextsDisplay();
                    };
                }
                this.GameFramePlugin.SetOKFunction(function);
                break;

            case SectionOrientationKind.势力:
                this.TabListPlugin.InitialValues(this.EditingFaction.Scenario.DiplomaticRelations.GetDiplomaticRelationDisplayListByFactionID(this.EditingFaction.ID).GetList(), null, this.screen.MouseState.ScrollWheelValue, "");
                this.TabListPlugin.SetListKindByName("DiplomaticRelation", true, false);
                this.TabListPlugin.SetSelectedTab("");
                this.GameFramePlugin.Kind     = FrameKind.CastTargetKind;
                this.GameFramePlugin.Function = FrameFunction.GetSectionToDemolish;
                this.GameFramePlugin.SetFrameContent(this.TabListPlugin.TabList, this.screen.viewportSize);
                this.GameFramePlugin.OKButtonEnabled     = false;
                this.GameFramePlugin.CancelButtonEnabled = true;
                if (function2 == null)
                {
                    function2 = delegate {
                        this.EditingSection.OrientationSection      = null;
                        this.EditingSection.OrientationState        = null;
                        this.EditingSection.OrientationArchitecture = null;
                        DiplomaticRelationDisplay selectedItem = this.TabListPlugin.SelectedItem as DiplomaticRelationDisplay;
                        if (selectedItem.LinkedFaction1 == this.EditingFaction)
                        {
                            this.EditingSection.OrientationFaction = selectedItem.LinkedFaction2;
                        }
                        else if (selectedItem.LinkedFaction2 == this.EditingFaction)
                        {
                            this.EditingSection.OrientationFaction = selectedItem.LinkedFaction1;
                        }
                        this.RefreshOKButton();
                        this.RefreshLabelTextsDisplay();
                    };
                }
                this.GameFramePlugin.SetOKFunction(function2);
                break;

            case SectionOrientationKind.州域:
                this.TabListPlugin.InitialValues(this.EditingFaction.Scenario.States.GetList(), null, this.screen.MouseState.ScrollWheelValue, "");
                this.TabListPlugin.SetListKindByName("State", true, false);
                this.TabListPlugin.SetSelectedTab("");
                this.GameFramePlugin.Kind     = FrameKind.SectionAIDetail;
                this.GameFramePlugin.Function = FrameFunction.GetFaction;
                this.GameFramePlugin.SetFrameContent(this.TabListPlugin.TabList, this.screen.viewportSize);
                this.GameFramePlugin.OKButtonEnabled     = false;
                this.GameFramePlugin.CancelButtonEnabled = true;
                if (function3 == null)
                {
                    function3 = delegate {
                        this.EditingSection.OrientationFaction      = null;
                        this.EditingSection.OrientationSection      = null;
                        this.EditingSection.OrientationState        = this.TabListPlugin.SelectedItem as State;
                        this.EditingSection.OrientationArchitecture = null;
                        this.RefreshOKButton();
                        this.RefreshLabelTextsDisplay();
                    };
                }
                this.GameFramePlugin.SetOKFunction(function3);
                break;

            case SectionOrientationKind.建筑:
                ArchitectureList allArch    = this.EditingFaction.Scenario.Architectures;
                ArchitectureList targetArch = new ArchitectureList();
                foreach (Architecture a in allArch)
                {
                    if (a.BelongedFaction != this.EditingFaction)
                    {
                        targetArch.Add(a);
                    }
                }
                this.TabListPlugin.InitialValues(targetArch, null, this.screen.MouseState.ScrollWheelValue, "");
                this.TabListPlugin.SetListKindByName("Architecture", true, false);
                this.TabListPlugin.SetSelectedTab("");
                this.GameFramePlugin.Kind     = FrameKind.Architecture;
                this.GameFramePlugin.Function = FrameFunction.GetFaction;
                this.GameFramePlugin.SetFrameContent(this.TabListPlugin.TabList, this.screen.viewportSize);
                this.GameFramePlugin.OKButtonEnabled     = false;
                this.GameFramePlugin.CancelButtonEnabled = true;
                if (function3 == null)
                {
                    function3 = delegate
                    {
                        this.EditingSection.OrientationFaction      = null;
                        this.EditingSection.OrientationSection      = null;
                        this.EditingSection.OrientationState        = null;
                        this.EditingSection.OrientationArchitecture = this.TabListPlugin.SelectedItem as Architecture;
                        this.RefreshOKButton();
                        this.RefreshLabelTextsDisplay();
                    };
                }
                this.GameFramePlugin.SetOKFunction(function3);
                break;
            }
            this.GameFramePlugin.IsShowing = true;
        }
Пример #4
0
        private void ShowAIDetailFrame()
        {
            this.TabListPlugin.InitialValues(this.EditingFaction.Scenario.GameCommonData.AllSectionAIDetails.GetSectionAIDetailList(), this.EditingSection.AIDetail, this.screen.MouseState.ScrollWheelValue, "");
            this.TabListPlugin.SetListKindByName("SectionAIDetail", true, false);
            this.TabListPlugin.SetSelectedTab("");
            this.GameFramePlugin.Kind     = FrameKind.Section;
            this.GameFramePlugin.Function = FrameFunction.GetSection;
            this.GameFramePlugin.SetFrameContent(this.TabListPlugin.TabList, this.screen.viewportSize);
            this.GameFramePlugin.OKButtonEnabled     = false;
            this.GameFramePlugin.CancelButtonEnabled = true;
            this.GameFramePlugin.SetOKFunction(delegate {
                this.EditingSection.AIDetail = this.TabListPlugin.SelectedItem as SectionAIDetail;
                switch (this.EditingSection.AIDetail.OrientationKind)
                {
                case SectionOrientationKind.军区:
                    {
                        SectionList otherSections = this.EditingFaction.GetOtherSections(this.OriginalSection);
                        if (otherSections.Count == 1)
                        {
                            this.EditingSection.OrientationSection = otherSections[0] as Section;
                        }
                        break;
                    }

                case SectionOrientationKind.势力:
                    {
                        GameObjectList diplomaticRelationListByFactionID = this.EditingFaction.Scenario.DiplomaticRelations.GetDiplomaticRelationListByFactionID(this.EditingFaction.ID);
                        if (diplomaticRelationListByFactionID.Count == 1)
                        {
                            this.EditingSection.OrientationFaction = (diplomaticRelationListByFactionID[0] as DiplomaticRelation).GetDiplomaticFaction(this.EditingFaction.ID);
                        }
                        break;
                    }

                case SectionOrientationKind.州域:
                    {
                        StateList states = this.EditingFaction.Scenario.States;
                        if (states.Count == 1)
                        {
                            this.EditingSection.OrientationState = states[0] as State;
                        }
                        break;
                    }

                case SectionOrientationKind.建筑:
                    {
                        ArchitectureList allArch    = this.EditingFaction.Scenario.Architectures;
                        ArchitectureList targetArch = new ArchitectureList();
                        foreach (Architecture a in allArch)
                        {
                            if (a.BelongedFaction != this.EditingFaction)
                            {
                                targetArch.Add(a);
                            }
                        }
                        if (targetArch.Count == 1)
                        {
                            this.EditingSection.OrientationArchitecture = targetArch[0] as Architecture;
                        }
                        break;
                    }
                }
                this.RefreshOKButton();
                if (this.IsNew)
                {
                    this.EditingSection.RefreshSectionName();
                }
                this.RefreshOrientationButton();
                this.RefreshLabelTextsDisplay();
            });
            this.GameFramePlugin.IsShowing = true;
        }
Пример #5
0
        private void BtnArchitecture_Click(object sender, RoutedEventArgs e)
        {
            Window window = new Window();

            window.Title = "選擇事件能觸發的建築";
            window.WindowStartupLocation = WindowStartupLocation.CenterScreen;
            window.Width  = 800;
            window.Height = 600;

            Grid grid = new Grid();

            window.Content = grid;

            DataGrid  dataGrid1 = new DataGrid();
            DataTable dt2       = new DataTable();

            dt2.Columns.Add("點選", typeof(Boolean));
            dt2.Columns.Add("ID", typeof(int));
            dt2.Columns["ID"].ReadOnly = true;
            dt2.Columns.Add("名稱");
            dt2.Columns["名稱"].ReadOnly = true;
            dt2.Columns.Add("種類");
            dt2.Columns["種類"].ReadOnly = true;
            dt2.Columns.Add("州");
            dt2.Columns["州"].ReadOnly = true;
            dt2.Columns.Add("地域");
            dt2.Columns["地域"].ReadOnly = true;

            foreach (Architecture arch in scen.Architectures)
            {
                DataRow dr = dt2.NewRow();
                dr["點選"] = tempArchitecture.GameObjects.Contains(arch);
                dr["ID"] = arch.ID;
                dr["名稱"] = arch.Name;
                dr["種類"] = arch.KindString;
                dr["州"]  = arch.StateString;
                dr["地域"] = arch.RegionString;
                dt2.Rows.Add(dr);
            }
            dataGrid1.ItemsSource = dt2.DefaultView;

            grid.Children.Add(dataGrid1);
            dataGrid1.ColumnWidth = new DataGridLength(1, DataGridLengthUnitType.Star);

            window.Closed += Closed;
            window.ShowDialog();

            void Closed(object source, EventArgs e2)
            {
                tempArchitecture.Clear();
                for (int r = 0; r < dataGrid1.Items.Count; r++)
                {
                    DataRowView item = dataGrid1.Items[r] as DataRowView;
                    if (item == null)
                    {
                        continue;
                    }

                    if ((bool)item["點選"])
                    {
                        tempArchitecture.Add((Architecture)scen.Architectures.GetGameObject((int)item["ID"]));
                    }
                }

                lblArchitcture.Content = String.Join(" ", tempArchitecture.GameObjects.Select(p => p.Name));
            }
        }
Пример #6
0
        private void generatePerson()
        {
            this.scen.GameCommonData.PersonGeneratorSetting.bornLo       = int.Parse(tbBornYearLo.Text);
            this.scen.GameCommonData.PersonGeneratorSetting.bornHi       = int.Parse(tbBornYearHi.Text);
            this.scen.GameCommonData.PersonGeneratorSetting.debutLo      = int.Parse(tbDebutAgeLo.Text);
            this.scen.GameCommonData.PersonGeneratorSetting.debutHi      = int.Parse(tbDebutAgeHi.Text);
            this.scen.GameCommonData.PersonGeneratorSetting.dieLo        = int.Parse(tbAgeLo.Text);
            this.scen.GameCommonData.PersonGeneratorSetting.dieHi        = int.Parse(tbAgeHi.Text);
            this.scen.GameCommonData.PersonGeneratorSetting.debutAtLeast = int.Parse(tbDebutAtLeast.Text);

            try
            {
                ((PersonGeneratorType)this.scen.GameCommonData.AllPersonGeneratorTypes.GameObjects[0]).generationChance = int.Parse(tbPersonType0.Text);
                ((PersonGeneratorType)this.scen.GameCommonData.AllPersonGeneratorTypes.GameObjects[1]).generationChance = int.Parse(tbPersonType1.Text);
                ((PersonGeneratorType)this.scen.GameCommonData.AllPersonGeneratorTypes.GameObjects[2]).generationChance = int.Parse(tbPersonType2.Text);
                ((PersonGeneratorType)this.scen.GameCommonData.AllPersonGeneratorTypes.GameObjects[3]).generationChance = int.Parse(tbPersonType3.Text);
                ((PersonGeneratorType)this.scen.GameCommonData.AllPersonGeneratorTypes.GameObjects[4]).generationChance = int.Parse(tbPersonType4.Text);
                ((PersonGeneratorType)this.scen.GameCommonData.AllPersonGeneratorTypes.GameObjects[5]).generationChance = int.Parse(tbPersonType5.Text);
                ((PersonGeneratorType)this.scen.GameCommonData.AllPersonGeneratorTypes.GameObjects[6]).generationChance = int.Parse(tbPersonType6.Text);
                ((PersonGeneratorType)this.scen.GameCommonData.AllPersonGeneratorTypes.GameObjects[7]).generationChance = int.Parse(tbPersonType7.Text);
                ((PersonGeneratorType)this.scen.GameCommonData.AllPersonGeneratorTypes.GameObjects[8]).generationChance = int.Parse(tbPersonType8.Text);
                ((PersonGeneratorType)this.scen.GameCommonData.AllPersonGeneratorTypes.GameObjects[9]).generationChance = int.Parse(tbPersonType9.Text);
            }
            catch (ArgumentOutOfRangeException) { }

            int count = GameObject.Random(int.Parse(tbAddPersonLo.Text), int.Parse(tbAddPersonHi.Text));

            int joinChance = int.Parse(tbJoinedFactionChance.Text);

            for (int i = 0; i < count; ++i)
            {
                bool joined = GameObject.Chance(joinChance);

                Architecture location = null;
                if (joined)
                {
                    ArchitectureList candidates = new ArchitectureList();
                    foreach (Architecture j in scen.Architectures)
                    {
                        if (j.BelongedFaction != null)
                        {
                            candidates.Add(j);
                        }
                    }
                    if (candidates.Count > 0)
                    {
                        location = (Architecture)candidates.GetRandomObject();
                    }
                    else
                    {
                        joined = false;
                    }
                }

                if (!joined)
                {
                    location = (Architecture)scen.Architectures.GetRandomObject();
                }

                Person p = Person.createPerson(scen, location, null, false, false);
                if (joined && location.BelongedFaction != null)
                {
                    p.ChangeFaction(location.BelongedFaction);
                }
            }
        }
Пример #7
0
        private void deleteArchitecture()
        {
            int toDeleteCnt          = GameObject.Random(int.Parse(tbDeleteArchitectureLo.Text), int.Parse(tbDeleteArchitectureHi.Text));
            int toDeletePopulationLo = int.Parse(tbDeleteArchitecturePopulationLo.Text);
            int toDeletePopulationHi = int.Parse(tbDeleteArchitecturePopulationHi.Text);

            if (toDeleteCnt == 0)
            {
                return;
            }

            ArchitectureList candidates = new ArchitectureList();

            foreach (Architecture a in this.scen.Architectures)
            {
                if (a.PopulationCeiling >= toDeletePopulationLo && a.PopulationCeiling <= toDeletePopulationHi)
                {
                    candidates.Add(a);
                }
            }

            GameObjectList toDelete = candidates.GetRandomList();
            GameObjectList list     = this.scen.Architectures.GetList();
            int            deleted  = 0;

            foreach (Architecture a in list)
            {
                if (toDelete.GameObjects.Contains(a))
                {
                    if (a.BelongedFaction != null)
                    {
                        Architecture moveTo = a.BelongedFaction.Capital;
                        if (a == moveTo)
                        {
                            continue;
                        }
                        foreach (Person p in a.Persons)
                        {
                            p.MoveToArchitecture(a);
                            p.ArrivingDays = 0;
                        }
                    }
                    foreach (Architecture i in a.AILandLinks.GetList())
                    {
                        foreach (Architecture j in a.AILandLinks.GetList())
                        {
                            if (i != j && a != i && a != j && !i.AILandLinks.GameObjects.Contains(j) && !j.AILandLinks.GameObjects.Contains(i))
                            {
                                i.AILandLinks.Add(j);
                                j.AILandLinks.Add(i);
                            }
                        }
                    }

                    foreach (Architecture i in a.AIWaterLinks.GetList())
                    {
                        foreach (Architecture j in a.AIWaterLinks.GetList())
                        {
                            if (i != j && a != i && a != j && !i.AIWaterLinks.GameObjects.Contains(j) && !j.AIWaterLinks.GameObjects.Contains(i))
                            {
                                i.AIWaterLinks.Add(j);
                                j.AIWaterLinks.Add(i);
                            }
                        }
                    }
                    this.scen.Architectures.Remove(a);
                    deleted++;
                    if (toDeleteCnt <= deleted)
                    {
                        break;
                    }

                    this.scen.ClearPersonStatusCache();
                }
            }

            this.scen.ClearPersonStatusCache();
        }
Пример #8
0
        private void ShowOrientationFrame()
        {
            if (this.EditingFaction == null || this.EditingSection.AIDetail == null || this.TabListPlugin == null || this.GameFramePlugin == null)
            {
                return;
            }

            try
            {
                GameDelegates.VoidFunction function  = null;
                GameDelegates.VoidFunction function2 = null;
                GameDelegates.VoidFunction function3 = null;
                switch (this.EditingSection.AIDetail.OrientationKind)
                {
                case SectionOrientationKind.军区:
                    this.TabListPlugin.InitialValues(this.EditingFaction.GetOtherSections(this.OriginalSection), null, InputManager.NowMouse.ScrollWheelValue, "");
                    this.TabListPlugin.SetListKindByName("Section", true, false);
                    this.TabListPlugin.SetSelectedTab("");
                    this.GameFramePlugin.Kind     = FrameKind.TerrainDetail;
                    this.GameFramePlugin.Function = FrameFunction.Transport;
                    this.GameFramePlugin.SetFrameContent(this.TabListPlugin.TabList, Session.MainGame.mainGameScreen.viewportSizeFull);
                    this.GameFramePlugin.OKButtonEnabled     = false;
                    this.GameFramePlugin.CancelButtonEnabled = true;
                    if (function == null)
                    {
                        function = delegate
                        {
                            this.EditingSection.OrientationFaction      = null;
                            this.EditingSection.OrientationState        = null;
                            this.EditingSection.OrientationArchitecture = null;
                            this.EditingSection.OrientationSection      = this.TabListPlugin.SelectedItem as Section;
                            this.RefreshOKButton();
                            this.RefreshLabelTextsDisplay();
                        };
                    }
                    this.GameFramePlugin.SetOKFunction(function);
                    break;

                case SectionOrientationKind.势力:
                    var list0 = Session.Current.Scenario.DiplomaticRelations.GetDiplomaticRelationDisplayListByFactionID(this.EditingFaction.ID);

                    if (list0 == null)
                    {
                        WebTools.TakeWarnMsg("list0 == null", "", new Exception("list0为空"));
                        return;
                    }

                    var list = list0.GetList();

                    this.TabListPlugin.InitialValues(list, null, InputManager.NowMouse.ScrollWheelValue, "");
                    this.TabListPlugin.SetListKindByName("DiplomaticRelation", true, false);
                    this.TabListPlugin.SetSelectedTab("");
                    this.GameFramePlugin.Kind     = FrameKind.CastTargetKind;
                    this.GameFramePlugin.Function = FrameFunction.GetSectionToDemolish;
                    this.GameFramePlugin.SetFrameContent(this.TabListPlugin.TabList, Session.MainGame.mainGameScreen.viewportSizeFull);
                    this.GameFramePlugin.OKButtonEnabled     = false;
                    this.GameFramePlugin.CancelButtonEnabled = true;
                    if (function2 == null)
                    {
                        function2 = delegate
                        {
                            this.EditingSection.OrientationSection      = null;
                            this.EditingSection.OrientationState        = null;
                            this.EditingSection.OrientationArchitecture = null;
                            DiplomaticRelationDisplay selectedItem = this.TabListPlugin.SelectedItem as DiplomaticRelationDisplay;
                            if (selectedItem.LinkedFaction1 == this.EditingFaction)
                            {
                                this.EditingSection.OrientationFaction = selectedItem.LinkedFaction2;
                            }
                            else if (selectedItem.LinkedFaction2 == this.EditingFaction)
                            {
                                this.EditingSection.OrientationFaction = selectedItem.LinkedFaction1;
                            }
                            this.RefreshOKButton();
                            this.RefreshLabelTextsDisplay();
                        };
                    }
                    this.GameFramePlugin.SetOKFunction(function2);
                    break;

                case SectionOrientationKind.州域:
                    this.TabListPlugin.InitialValues(Session.Current.Scenario.States.GetList(), null, InputManager.NowMouse.ScrollWheelValue, "");
                    this.TabListPlugin.SetListKindByName("State", true, false);
                    this.TabListPlugin.SetSelectedTab("");
                    this.GameFramePlugin.Kind     = FrameKind.SectionAIDetail;
                    this.GameFramePlugin.Function = FrameFunction.GetFaction;
                    this.GameFramePlugin.SetFrameContent(this.TabListPlugin.TabList, Session.MainGame.mainGameScreen.viewportSizeFull);
                    this.GameFramePlugin.OKButtonEnabled     = false;
                    this.GameFramePlugin.CancelButtonEnabled = true;
                    if (function3 == null)
                    {
                        function3 = delegate
                        {
                            this.EditingSection.OrientationFaction      = null;
                            this.EditingSection.OrientationSection      = null;
                            this.EditingSection.OrientationState        = this.TabListPlugin.SelectedItem as State;
                            this.EditingSection.OrientationArchitecture = null;
                            this.RefreshOKButton();
                            this.RefreshLabelTextsDisplay();
                        };
                    }
                    this.GameFramePlugin.SetOKFunction(function3);
                    break;

                case SectionOrientationKind.建筑:
                    ArchitectureList allArch    = Session.Current.Scenario.Architectures;
                    ArchitectureList targetArch = new ArchitectureList();
                    foreach (Architecture a in allArch)
                    {
                        if (a.BelongedFaction != this.EditingFaction)
                        {
                            targetArch.Add(a);
                        }
                    }
                    this.TabListPlugin.InitialValues(targetArch, null, InputManager.NowMouse.ScrollWheelValue, "");
                    this.TabListPlugin.SetListKindByName("Architecture", true, false);
                    this.TabListPlugin.SetSelectedTab("");
                    this.GameFramePlugin.Kind     = FrameKind.Architecture;
                    this.GameFramePlugin.Function = FrameFunction.GetFaction;
                    this.GameFramePlugin.SetFrameContent(this.TabListPlugin.TabList, Session.MainGame.mainGameScreen.viewportSizeFull);
                    this.GameFramePlugin.OKButtonEnabled     = false;
                    this.GameFramePlugin.CancelButtonEnabled = true;
                    if (function3 == null)
                    {
                        function3 = delegate
                        {
                            this.EditingSection.OrientationFaction      = null;
                            this.EditingSection.OrientationSection      = null;
                            this.EditingSection.OrientationState        = null;
                            this.EditingSection.OrientationArchitecture = this.TabListPlugin.SelectedItem as Architecture;
                            this.RefreshOKButton();
                            this.RefreshLabelTextsDisplay();
                        };
                    }
                    this.GameFramePlugin.SetOKFunction(function3);
                    break;
                }
                this.GameFramePlugin.IsShowing = true;
            }
            catch (Exception ex)
            {
                WebTools.TakeWarnMsg("MarshalSectionDialog.ShowOrientationFrame", "", ex);
            }
        }