private void player_PropertyChanged(object sender, PropertyChangedEventArgs e) { if (StringComparer.CurrentCultureIgnoreCase.Compare(e.PropertyName, "Race") == 0) { if (playerRace != null) { playerRace.PropertyChanged -= new PropertyChangedEventHandler(Race_PropertyChanged); } if (player.Race != null) { player.Race.PropertyChanged += new PropertyChangedEventHandler(Race_PropertyChanged); } playerRace = player.Race; Notify("BaseSpeed"); Notify("Value"); } if (StringComparer.CurrentCultureIgnoreCase.Compare(e.PropertyName, "Armor") == 0) { Notify("ArmorAdjustment"); Notify("Value"); } }
public SpeedValue(Player player) { this.player = player; this.miscAdjustments = new BasicAdjustmentList(); player.PropertyChanged += new PropertyChangedEventHandler(player_PropertyChanged); this.playerRace = player.Race; if (player.Race != null) { player.Race.PropertyChanged += new PropertyChangedEventHandler(Race_PropertyChanged); } miscAdjustments.ContainedElementChanged += new PropertyChangedEventHandler(miscAdjustments_ContainedElementChanged); miscAdjustments.CollectionChanged += new System.Collections.Specialized.NotifyCollectionChangedEventHandler(miscAdjustments_CollectionChanged); }
public Player() { this.characterName = ""; this.playerName = ""; this.paragonPath = ""; this.epicDestiny = ""; this._class = new PlayerClass("", 10, 4, 4); this.race = new PlayerRace("", CreatureSize.Meduim, 6); this.deity = ""; this.isMale = true; this.level = 1; this.str = 10; this.con = 10; this.dex = 10; this._int = 10; this.wis = 10; this.cha = 10; this.hitPoints = new HitPointsValue(this); this.surgeValue = new SurgeValue(this); this.acrobatics = new SkillValue(this, Skill.Acrobatics, false); this.arcana = new SkillValue(this, Skill.Arcana, false); this.athletics = new SkillValue(this, Skill.Athletics, false); this.bluff = new SkillValue(this, Skill.Bluff, false); this.diplomacy = new SkillValue(this, Skill.Diplomacy, false); this.dungeoneering = new SkillValue(this, Skill.Dungeoneering, false); this.endurance = new SkillValue(this, Skill.Endurance, false); this.heal = new SkillValue(this, Skill.Heal, false); this.history = new SkillValue(this, Skill.History, false); this.insight = new SkillValue(this, Skill.Insight, false); this.intimidate = new SkillValue(this, Skill.Intimidate, false); this.nature = new SkillValue(this, Skill.Nature, false); this.perception = new SkillValue(this, Skill.Perception, false); this.religion = new SkillValue(this, Skill.Religion, false); this.stealth = new SkillValue(this, Skill.Stealth, false); this.streetwise = new SkillValue(this, Skill.Streetwise, false); this.thievery = new SkillValue(this, Skill.Thievery, false); this.initiative = new InitiativeValue(this); this.acDefense = new DefenseValue(this, DefenseType.AC); this.fortDefense = new DefenseValue(this, DefenseType.Fortitude); this.reflexDefense = new DefenseValue(this, DefenseType.Reflex); this.willDefense = new DefenseValue(this, DefenseType.Will); this.speed = new SpeedValue(this); this.raceFeatures = new ObservableCollectionEx <FeatureValue>(); this.classFeatures = new ObservableCollectionEx <FeatureValue>(); this.paragonFeatures = new ObservableCollectionEx <FeatureValue>(); this.destinyFeatures = new ObservableCollectionEx <FeatureValue>(); this.feats = new ObservableCollectionEx <FeatureValue>(); this.resistances = new ObservableCollectionEx <ResistanceValue>(); this.inventory = new ObservableCollectionEx <IInventoryItem>(); this.powers = new PowerCollection(); this.weaponBonuses = new WeaponBonusList(); this.weaponSpec = new WeaponSpecValue(this, WeaponSlot.MainWeapon); this.weaponOffhandSpec = new WeaponSpecValue(this, WeaponSlot.OffhandWeapon); this.rangedWeaponSpec = new WeaponSpecValue(this, WeaponSlot.RangedWeapon); this.implementSpec = new WeaponSpecValue(this, WeaponSlot.Implement); this.surgesPerDay = new SurgesPerDayValue(this); hitPoints.PropertyChanged += new PropertyChangedEventHandler(hitPoints_PropertyChanged); insight.PropertyChanged += new PropertyChangedEventHandler(insight_PropertyChanged); perception.PropertyChanged += new PropertyChangedEventHandler(perception_PropertyChanged); raceFeatures.ContainedElementChanged += new PropertyChangedEventHandler(raceFeatures_ContainedElementChanged); raceFeatures.CollectionChanged += new NotifyCollectionChangedEventHandler(raceFeatures_CollectionChanged); classFeatures.ContainedElementChanged += new PropertyChangedEventHandler(classFeatures_ContainedElementChanged); classFeatures.CollectionChanged += new NotifyCollectionChangedEventHandler(classFeatures_CollectionChanged); paragonFeatures.ContainedElementChanged += new PropertyChangedEventHandler(paragonFeatures_ContainedElementChanged); paragonFeatures.CollectionChanged += new NotifyCollectionChangedEventHandler(paragonFeatures_CollectionChanged); destinyFeatures.ContainedElementChanged += new PropertyChangedEventHandler(destinyFeatures_ContainedElementChanged); destinyFeatures.CollectionChanged += new NotifyCollectionChangedEventHandler(destinyFeatures_CollectionChanged); feats.ContainedElementChanged += new PropertyChangedEventHandler(feats_ContainedElementChanged); feats.CollectionChanged += new NotifyCollectionChangedEventHandler(feats_CollectionChanged); resistances.ContainedElementChanged += new PropertyChangedEventHandler(resistances_ContainedElementChanged); resistances.CollectionChanged += new NotifyCollectionChangedEventHandler(resistances_CollectionChanged); inventory.ContainedElementChanged += new PropertyChangedEventHandler(inventory_ContainedElementChanged); inventory.CollectionChanged += new NotifyCollectionChangedEventHandler(inventory_CollectionChanged); powers.ContainedElementChanged += new PropertyChangedEventHandler(powers_ContainedElementChanged); powers.CollectionChanged += new NotifyCollectionChangedEventHandler(powers_CollectionChanged); weaponBonuses.ContainedElementChanged += new PropertyChangedEventHandler(weaponBonuses_ContainedElementChanged); weaponBonuses.CollectionChanged += new NotifyCollectionChangedEventHandler(weaponBonuses_CollectionChanged); weaponSpec.PropertyChanged += new PropertyChangedEventHandler(weaponSpec_PropertyChanged); weaponOffhandSpec.PropertyChanged += new PropertyChangedEventHandler(weaponOffhandSpec_PropertyChanged); rangedWeaponSpec.PropertyChanged += new PropertyChangedEventHandler(rangedWeaponSpec_PropertyChanged); implementSpec.PropertyChanged += new PropertyChangedEventHandler(implementSpec_PropertyChanged); surgesPerDay.PropertyChanged += new PropertyChangedEventHandler(surgesPerDay_PropertyChanged); }
public void CopyValues(PlayerRace playerRace) { this.Name = playerRace.Name; this.Size = playerRace.Size; this.BaseSpeed = playerRace.BaseSpeed; }