/// <summary> /// /// </summary> /// <param name="displayFaction"></param> /// <returns></returns> ObservableCollection <DisplayFactionHist> BuildHistory(ObservableCollection <SystemsFactionsHistory> displayFaction) { //FactionNo1 = displayFaction.; FactionName = displayFaction[0].FactionName; HistDisplay.Clear(); foreach (var systemsFactionsHistory in displayFaction) { DisplayFactionHist dfh = new DisplayFactionHist(); dfh.DisplayStates = new ObservableCollection <States>(); // Grab states for each factions dfh.ActiveStates = systemsFactionsHistory.FactionHist[0].ActiveStates; dfh.PendingStates = systemsFactionsHistory.FactionHist[0].PendingStates; dfh.RecoveringStates = systemsFactionsHistory.FactionHist[0].RecoveringStates; // Update Influence dfh.FactionInfluence = systemsFactionsHistory.FactionHist[0].fInf * 100; dfh.InfluenceChange = 0; // Default to displaying Active states dfh.DisplayStates = systemsFactionsHistory.FactionHist[0].ActiveStates; HistDisplay.Add(dfh); } // Calculate the change from previous day for (int i = 0; i < HistDisplay.Count - 1; i++) { HistDisplay[i].InfluenceChange = HistDisplay[i].FactionInfluence - HistDisplay[i + 1].FactionInfluence; } return(HistDisplay); }
private void HistoryAdd() { //STILL NEEDS A BETTER FIX! ClearHistBTN.Visible = true; if (HistDisplay.Text == "There's no history yet") { HistDisplay.Text = ""; } HistDisplay.AppendText(Val1 + " " + Val2 + " = "); HistDisplay.AppendText("\n\t" + ValueBox.Text + "\n\n"); }