/// <summary> /// 編集項目の編集済みフラグを取得する /// </summary> /// <param name="itemId">項目ID</param> /// <param name="province">プロヴィンス</param> /// <param name="settings">国家設定</param> /// <returns>編集済みフラグ</returns> public bool IsItemDirty(ScenarioEditorItemId itemId, Province province, CountrySettings settings) { if (settings == null) { return false; } switch (itemId) { case ScenarioEditorItemId.CountryCapital: return settings.IsDirty((CountrySettings.ItemId) ItemDirtyFlags[(int) itemId]); case ScenarioEditorItemId.CountryCoreProvinces: return settings.IsDirtyCoreProvinces(province.Id); case ScenarioEditorItemId.CountryOwnedProvinces: return settings.IsDirtyOwnedProvinces(province.Id); case ScenarioEditorItemId.CountryControlledProvinces: return settings.IsDirtyControlledProvinces(province.Id); case ScenarioEditorItemId.CountryClaimedProvinces: return settings.IsDirtyClaimedProvinces(province.Id); } return false; }
/// <summary> /// 編集項目の編集済みフラグを取得する /// </summary> /// <param name="itemId">項目ID</param> /// <param name="settings">国家設定</param> /// <returns>編集済みフラグ</returns> public bool IsItemDirty(ScenarioEditorItemId itemId, CountrySettings settings) { return (settings != null) && settings.IsDirty((CountrySettings.ItemId) ItemDirtyFlags[(int) itemId]); }