private void AddGearToResults(GearResults results, GearItem item, bool strength, bool intellect, bool agility) { if (item != null) { if (strength) { results.strength += item.strength; results.strength += item.stragiint; } else if (intellect) { results.intellect += item.intellect; results.intellect += item.stragiint; } else if (agility) { results.agility += item.agility; results.agility += item.stragiint; } results.crit += item.crit_rating; results.haste += item.haste_rating; results.mastery += item.mastery_rating; results.vers += item.versatility_rating; } }
public ViewerReadyPlayerReforge(string name, GearResults gear, Point3D[,] mesh, double[,] meshTex, Brush brush, Model3DGroup lights, string xLabel, string yLabel, string zLabel, int total, int statcount) { this.PlayerName = name; this.PlayerGear = gear; this.PlayerMesh = mesh; this.SurfaceBrush = brush; this.MeshColors = meshTex; this.Lights = lights; this.XAxis = xLabel; this.YAxis = yLabel; this.ZAxis = zLabel; this.Total = total; this.StatCount = statcount; }
public GearResults GetStats() { bool strength = false, intellect = false, agility = false; var results = new GearResults(); if (collected_data.buffed_stats.attribute.strength > collected_data.buffed_stats.attribute.intellect && collected_data.buffed_stats.attribute.strength > collected_data.buffed_stats.attribute.agility) { strength = true; } if (collected_data.buffed_stats.attribute.agility > collected_data.buffed_stats.attribute.intellect && collected_data.buffed_stats.attribute.agility > collected_data.buffed_stats.attribute.strength) { agility = true; } if (collected_data.buffed_stats.attribute.intellect > collected_data.buffed_stats.attribute.strength && collected_data.buffed_stats.attribute.intellect > collected_data.buffed_stats.attribute.agility) { intellect = true; } if (gear != null) { AddGearToResults(results, gear.head, strength, intellect, agility); AddGearToResults(results, gear.neck, strength, intellect, agility); AddGearToResults(results, gear.shoulders, strength, intellect, agility); AddGearToResults(results, gear.chest, strength, intellect, agility); AddGearToResults(results, gear.waist, strength, intellect, agility); AddGearToResults(results, gear.legs, strength, intellect, agility); AddGearToResults(results, gear.feet, strength, intellect, agility); AddGearToResults(results, gear.wrists, strength, intellect, agility); AddGearToResults(results, gear.hands, strength, intellect, agility); AddGearToResults(results, gear.finger1, strength, intellect, agility); AddGearToResults(results, gear.finger2, strength, intellect, agility); AddGearToResults(results, gear.trinket1, strength, intellect, agility); AddGearToResults(results, gear.trinket2, strength, intellect, agility); AddGearToResults(results, gear.back, strength, intellect, agility); AddGearToResults(results, gear.main_hand, strength, intellect, agility); AddGearToResults(results, gear.off_hand, strength, intellect, agility); } return(results); }