private void UpdateControls() { // tosses the character information relevant to each character #region Condition Monitor ConditionMonitorUserControl uc = this.tabControl.TabPages[(int)DashBoardPages.CM].Controls[0] as ConditionMonitorUserControl; uc.MaxPhysical = this.CurrentNPC.PhysicalCM; uc.MaxStun = this.CurrentNPC.StunCM; uc.Physical = uc.MaxPhysical; uc.Stun = uc.MaxStun; #endregion #region Dice Roller DiceRollerControl dice = this.tabControl.TabPages[(int)DashBoardPages.Dice].Controls[0] as DiceRollerControl; //dice.NumberOfEdge = this.CurrentNPC.EDG; // todo figure out number of edge dice #endregion }
private void UpdateControls() { // tosses the character information relevant to each character #region Condition Monitor ConditionMonitorUserControl uc = this.tabControl.TabPages[(int)DashBoardPages.CM].Controls[0] as ConditionMonitorUserControl; uc.MaxPhysical = this.CurrentNPC.PhysicalCM; uc.MaxStun = this.CurrentNPC.StunCM; uc.Physical = uc.MaxPhysical; uc.Stun = uc.MaxStun; #endregion #region Skill tab FlowLayoutPanel panel = new FlowLayoutPanel(); foreach (Skill skill in this.CurrentNPC.Skills) { if (skill.KnowledgeSkill) { continue; // improvement for knowledge skills goes here } // insert new skill control SmallSkillControl ucSkill = new SmallSkillControl(this); ucSkill.Skill = skill; ucSkill.DiceClick += DiceClick_Clicked; // add the skill to the collection of skills to show panel.Controls.Add(ucSkill); } panel.Dock = DockStyle.Fill; panel.AutoScroll = true; panel.MouseEnter += (object sender, EventArgs e) => { panel.Focus(); }; this.tabControl.TabPages[(int)DashBoardPages.Skills].Controls.Add(panel); #endregion #region Dice Roller DiceRollerControl dice = this.tabControl.TabPages[(int)DashBoardPages.Dice].Controls[0] as DiceRollerControl; //dice.NumberOfEdge = this.CurrentNPC.EDG; // todo figure out number of edge dice #endregion }