private void ResetWeaponAllExecuted(object sender, ExecutedRoutedEventArgs e) { M2SceneNode node = ModelSceneService.Instance.MainM2SceneNode; node.ResetSlot(E_CHAR_SLOTS.CS_HAND_LEFT); node.ResetSlot(E_CHAR_SLOTS.CS_HAND_RIGHT); //update property ShellService.Instance.PropertyContent.UpdateCharacterNode(node); ShellService.Instance.EquipmentsWindow.Update(); }
private void ResetClothesSlotExecuted(object sender, ExecutedRoutedEventArgs e) { E_CHAR_SLOTS?slot = e.Parameter as E_CHAR_SLOTS?; M2SceneNode node = ModelSceneService.Instance.MainM2SceneNode; if (slot != null) { node.ResetSlot(slot.Value); if (node.SlotHasModel(slot.Value)) { if (slot.Value == E_CHAR_SLOTS.CS_HEAD) { node.BuildVisibleGeosets(); } } else { node.UpdateCharacter(); } } //update property ShellService.Instance.PropertyContent.UpdateCharacterNode(node); ShellService.Instance.EquipmentsWindow.Update(); }
private void ResetClothesAllExecuted(object sender, ExecutedRoutedEventArgs e) { M2SceneNode node = ModelSceneService.Instance.MainM2SceneNode; node.ResetSlot(E_CHAR_SLOTS.CS_HEAD); node.ResetSlot(E_CHAR_SLOTS.CS_SHOULDER); node.ResetSlot(E_CHAR_SLOTS.CS_SHIRT); node.ResetSlot(E_CHAR_SLOTS.CS_CHEST); node.ResetSlot(E_CHAR_SLOTS.CS_BELT); node.ResetSlot(E_CHAR_SLOTS.CS_PANTS); node.ResetSlot(E_CHAR_SLOTS.CS_BOOTS); node.ResetSlot(E_CHAR_SLOTS.CS_BRACERS); node.ResetSlot(E_CHAR_SLOTS.CS_GLOVES); node.ResetSlot(E_CHAR_SLOTS.CS_CAPE); node.ResetSlot(E_CHAR_SLOTS.CS_TABARD); node.UpdateCharacter(); //update property ShellService.Instance.PropertyContent.UpdateCharacterNode(node); if (ShellService.Instance.EquipmentsWindow.IsVisible) { ShellService.Instance.EquipmentsWindow.Update(); } if (ShellService.Instance.EquipmentSelectWindow.IsVisible) { ShellService.Instance.EquipmentSelectWindow.Update(); } }