本文整理汇总了C#中Chummer.PowerControl.RefreshMaximum方法的典型用法代码示例。如果您正苦于以下问题:C# PowerControl.RefreshMaximum方法的具体用法?C# PowerControl.RefreshMaximum怎么用?C# PowerControl.RefreshMaximum使用的例子?那么恭喜您, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在类Chummer.PowerControl
的用法示例。
在下文中一共展示了PowerControl.RefreshMaximum方法的8个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C#代码示例。
示例1: cmdAddPower_Click
private void cmdAddPower_Click(object sender, EventArgs e)
{
frmSelectPower frmPickPower = new frmSelectPower(_objCharacter);
frmPickPower.ShowDialog(this);
// Make sure the dialogue window was not canceled.
if (frmPickPower.DialogResult == DialogResult.Cancel)
return;
int i = panPowers.Controls.Count;
Power objPower = new Power(_objCharacter);
_objCharacter.Powers.Add(objPower);
PowerControl objPowerControl = new PowerControl();
objPowerControl.PowerObject = objPower;
// Attach an EventHandler for the PowerRatingChanged Event.
objPowerControl.PowerRatingChanged += objPower_PowerRatingChanged;
objPowerControl.DeletePower += objPower_DeletePower;
objPowerControl.PowerName = frmPickPower.SelectedPower;
objPowerControl.PointsPerLevel = frmPickPower.PointsPerLevel;
objPowerControl.AdeptWayDiscount = frmPickPower.AdeptWayDiscount;
objPowerControl.LevelEnabled = frmPickPower.LevelEnabled;
if (frmPickPower.MaxLevels() > 0)
if (objPower.Name == "Improved Ability (skill)")
{
foreach (Skill objSkill in _objCharacter.Skills)
{
if (objPower.Extra == objSkill.Name || (objSkill.ExoticSkill && objPower.Extra == (objSkill.DisplayName + " (" + objSkill.Specialization + ")")))
{
int intImprovedAbilityMaximum = objSkill.Rating + (objSkill.Rating / 2);
if (intImprovedAbilityMaximum == 0)
{
intImprovedAbilityMaximum = 1;
}
objPower.MaxLevels = intImprovedAbilityMaximum;
}
}
}
else
{
objPowerControl.MaxLevels = frmPickPower.MaxLevels();
}
// Open the Cyberware XML file and locate the selected piece.
XmlDocument objXmlDocument = XmlManager.Instance.Load("powers.xml");
XmlNode objXmlPower = objXmlDocument.SelectSingleNode("/chummer/powers/power[name = \"" + frmPickPower.SelectedPower + "\"]");
objPower.Source = objXmlPower["source"].InnerText;
objPower.Page = objXmlPower["page"].InnerText;
if (objXmlPower["doublecost"] != null)
objPower.DoubleCost = false;
if (objXmlPower.InnerXml.Contains("bonus"))
{
objPower.Bonus = objXmlPower["bonus"];
if (!_objImprovementManager.CreateImprovements(Improvement.ImprovementSource.Power, objPower.InternalId, objPower.Bonus, false, Convert.ToInt32(objPower.Rating), objPower.DisplayNameShort))
{
_objCharacter.Powers.Remove(objPower);
return;
}
objPowerControl.Extra = _objImprovementManager.SelectedValue;
}
// Set the control's Maximum.
objPowerControl.RefreshMaximum(_objCharacter.MAG.TotalValue);
objPowerControl.Top = i * objPowerControl.Height;
objPowerControl.RefreshTooltip();
panPowers.Controls.Add(objPowerControl);
UpdateCharacterInfo();
_blnIsDirty = true;
UpdateWindowTitle();
if (frmPickPower.AddAgain)
cmdAddPower_Click(sender, e);
}
示例2: frmCreate_Load
//.........这里部分代码省略.........
// Attach an EventHandler for the PowerRatingChanged Event.
objPowerControl.PowerRatingChanged += objPower_PowerRatingChanged;
objPowerControl.DeletePower += objPower_DeletePower;
objPowerControl.PowerName = objPower.Name;
objPowerControl.Extra = objPower.Extra;
objPowerControl.PointsPerLevel = objPower.PointsPerLevel;
objPowerControl.AdeptWayDiscount = objPower.AdeptWayDiscount;
objPowerControl.LevelEnabled = objPower.LevelsEnabled;
if (objPower.MaxLevels > 0)
{
if (objPower.Name == "Improved Ability (skill)")
{
foreach (Skill objSkill in _objCharacter.Skills)
if (objPower.Extra == objSkill.Name || (objSkill.ExoticSkill && objPower.Extra == (objSkill.DisplayName + " (" + objSkill.Specialization + ")")))
{
int intImprovedAbilityMaximum = objSkill.Rating + (objSkill.Rating / 2);
if (intImprovedAbilityMaximum == 0)
{
intImprovedAbilityMaximum = 1;
}
objPower.MaxLevels = intImprovedAbilityMaximum;
}
else
{
objPowerControl.MaxLevels = objPower.MaxLevels;
}
}
else
{
objPowerControl.MaxLevels = objPower.MaxLevels;
}
}
objPowerControl.RefreshMaximum(_objCharacter.MAG.TotalValue);
if (objPower.Rating < 1)
objPower.Rating = 1;
objPowerControl.PowerLevel = Convert.ToInt32(objPower.Rating);
if (objPower.DiscountedAdeptWay)
objPowerControl.DiscountedByAdeptWay = true;
if (objPower.DiscountedGeas)
objPowerControl.DiscountedByGeas = true;
objPowerControl.Top = i * objPowerControl.Height;
panPowers.Controls.Add(objPowerControl);
}
// Populate Magician Spirits.
i = -1;
foreach (Spirit objSpirit in _objCharacter.Spirits)
{
if (objSpirit.EntityType == SpiritType.Spirit)
{
i++;
SpiritControl objSpiritControl = new SpiritControl();
objSpiritControl.SpiritObject = objSpirit;
// Attach an EventHandler for the ServicesOwedChanged Event.
objSpiritControl.ServicesOwedChanged += objSpirit_ServicesOwedChanged;
objSpiritControl.ForceChanged += objSpirit_ForceChanged;
objSpiritControl.BoundChanged += objSpirit_BoundChanged;
objSpiritControl.DeleteSpirit += objSpirit_DeleteSpirit;
objSpiritControl.FileNameChanged += objSpirit_FileNameChanged;
objSpiritControl.SpiritName = objSpirit.Name;
objSpiritControl.ServicesOwed = objSpirit.ServicesOwed;
if (_objCharacter.AdeptEnabled && _objCharacter.MagicianEnabled)
示例3: RefreshPowers
public void RefreshPowers()
{
_blnLoading = true;
foreach (PowerControl pc in panPowers.Controls)
{
pc.PowerRatingChanged += objPower_PowerRatingChanged;
pc.DeletePower += objPower_DeletePower;
}
// Remove Adept Powers.
panPowers.Controls.Clear();
// Populate Adept Powers.
int i = -1;
foreach (Power objPower in _objCharacter.Powers)
{
i++;
PowerControl objPowerControl = new PowerControl();
objPowerControl.PowerObject = objPower;
// Attach an EventHandler for the PowerRatingChanged Event.
objPowerControl.PowerRatingChanged += objPower_PowerRatingChanged;
objPowerControl.DeletePower += objPower_DeletePower;
objPowerControl.PowerName = objPower.Name;
objPowerControl.Extra = objPower.Extra;
objPowerControl.PointsPerLevel = objPower.PointsPerLevel;
objPowerControl.AdeptWayDiscount = objPower.AdeptWayDiscount;
objPowerControl.LevelEnabled = objPower.LevelsEnabled;
if (objPower.MaxLevels > 0)
objPowerControl.MaxLevels = objPower.MaxLevels;
objPowerControl.RefreshMaximum(_objCharacter.MAG.TotalValue);
if (objPower.Rating < 1)
objPower.Rating = 1;
objPowerControl.PowerLevel = Convert.ToInt32(objPower.Rating);
if (objPower.DiscountedAdeptWay)
objPowerControl.DiscountedByAdeptWay = true;
if (objPower.DiscountedGeas)
objPowerControl.DiscountedByGeas = true;
objPowerControl.Top = i * objPowerControl.Height;
panPowers.Controls.Add(objPowerControl);
}
_blnLoading = false;
}
示例4: frmCreate_Load
//.........这里部分代码省略.........
treSpells.Nodes[0].Expand();
break;
case "Detection":
treSpells.Nodes[1].Nodes.Add(objNode);
treSpells.Nodes[1].Expand();
break;
case "Health":
treSpells.Nodes[2].Nodes.Add(objNode);
treSpells.Nodes[2].Expand();
break;
case "Illusion":
treSpells.Nodes[3].Nodes.Add(objNode);
treSpells.Nodes[3].Expand();
break;
case "Manipulation":
treSpells.Nodes[4].Nodes.Add(objNode);
treSpells.Nodes[4].Expand();
break;
}
}
// Populate Adept Powers.
i = -1;
foreach (Power objPower in _objCharacter.Powers)
{
i++;
PowerControl objPowerControl = new PowerControl();
objPowerControl.PowerObject = objPower;
// Attach an EventHandler for the PowerRatingChanged Event.
objPowerControl.PowerRatingChanged += objPower_PowerRatingChanged;
objPowerControl.DeletePower += objPower_DeletePower;
objPowerControl.RefreshMaximum(_objCharacter.MAG.TotalValue);
if (objPower.Rating < 1)
objPower.Rating = 1;
objPowerControl.PowerLevel = Convert.ToInt32(objPower.Rating);
if (objPower.DiscountedAdeptWay)
objPowerControl.DiscountedByAdeptWay = true;
if (objPower.DiscountedGeas)
objPowerControl.DiscountedByGeas = true;
objPowerControl.Top = i * objPowerControl.Height;
panPowers.Controls.Add(objPowerControl);
}
// Populate Magician Spirits.
i = -1;
foreach (Spirit objSpirit in _objCharacter.Spirits)
{
if (objSpirit.EntityType == SpiritType.Spirit)
{
i++;
SpiritControl objSpiritControl = new SpiritControl();
objSpiritControl.SpiritObject = objSpirit;
// Attach an EventHandler for the ServicesOwedChanged Event.
objSpiritControl.ServicesOwedChanged += objSpirit_ServicesOwedChanged;
objSpiritControl.ForceChanged += objSpirit_ForceChanged;
objSpiritControl.BoundChanged += objSpirit_BoundChanged;
objSpiritControl.DeleteSpirit += objSpirit_DeleteSpirit;
objSpiritControl.FileNameChanged += objSpirit_FileNameChanged;
objSpiritControl.SpiritName = objSpirit.Name;
objSpiritControl.ServicesOwed = objSpirit.ServicesOwed;
if (_objCharacter.AdeptEnabled && _objCharacter.MagicianEnabled)
示例5: cmdAddPower_Click
private void cmdAddPower_Click(object sender, EventArgs e)
{
frmSelectPower frmPickPower = new frmSelectPower(_objCharacter);
frmPickPower.ShowDialog(this);
// Make sure the dialogue window was not canceled.
if (frmPickPower.DialogResult == DialogResult.Cancel)
return;
int i = panPowers.Controls.Count;
// Open the Cyberware XML file and locate the selected piece.
XmlDocument objXmlDocument = XmlManager.Instance.Load("powers.xml");
XmlNode objXmlPower = objXmlDocument.SelectSingleNode("/chummer/powers/power[id = \"" + frmPickPower.SelectedPower + "\"]");
Power objPower = new Power(_objCharacter);
objPower.Create(objXmlPower, _objCharacter);
_objCharacter.Powers.Add(objPower);
PowerControl objPowerControl = new PowerControl();
objPowerControl.PowerObject = objPower;
// Attach an EventHandler for the PowerRatingChanged Event.
objPowerControl.PowerRatingChanged += objPower_PowerRatingChanged;
objPowerControl.DeletePower += objPower_DeletePower;
objPower.Source = objXmlPower["source"].InnerText;
objPower.Page = objXmlPower["page"].InnerText;
if (objXmlPower["doublecost"] != null)
objPower.DoubleCost = false;
// Set the control's Maximum.
objPowerControl.RefreshMaximum(_objCharacter.MAG.TotalValue);
objPowerControl.Top = i * objPowerControl.Height;
objPowerControl.RefreshTooltip();
panPowers.Controls.Add(objPowerControl);
UpdateCharacterInfo();
_blnIsDirty = true;
UpdateWindowTitle();
if (frmPickPower.AddAgain)
cmdAddPower_Click(sender, e);
}
示例6: frmCareer_Load
//.........这里部分代码省略.........
case "Rituals":
int intNode = 5;
if (_objCharacter.AdeptEnabled && !_objCharacter.MagicianEnabled)
intNode = 0;
treSpells.Nodes[intNode].Nodes.Add(objNode);
treSpells.Nodes[intNode].Expand();
break;
case "Enchantments":
treSpells.Nodes[6].Nodes.Add(objNode);
treSpells.Nodes[6].Expand();
break;
}
}
// Populate Adept Powers.
i = -1;
foreach (Power objPower in _objCharacter.Powers)
{
i++;
PowerControl objPowerControl = new PowerControl();
objPowerControl.PowerObject = objPower;
// Attach an EventHandler for the PowerRatingChanged Event.
objPowerControl.PowerRatingChanged += objPower_PowerRatingChanged;
objPowerControl.DeletePower += objPower_DeletePower;
objPowerControl.PowerName = objPower.Name;
objPowerControl.Extra = objPower.Extra;
objPowerControl.PointsPerLevel = objPower.PointsPerLevel;
objPowerControl.AdeptWayDiscount = objPower.AdeptWayDiscount;
objPowerControl.LevelEnabled = objPower.LevelsEnabled;
if (objPower.MaxLevels > 0)
objPowerControl.MaxLevels = objPower.MaxLevels;
objPowerControl.RefreshMaximum(_objCharacter.MAG.TotalValue);
if (objPower.Rating < 1)
objPower.Rating = 1;
objPowerControl.PowerLevel = Convert.ToInt32(objPower.Rating);
if (objPower.DiscountedAdeptWay)
objPowerControl.DiscountedByAdeptWay = true;
if (objPower.DiscountedGeas)
objPowerControl.DiscountedByGeas = true;
objPowerControl.Top = i * objPowerControl.Height;
panPowers.Controls.Add(objPowerControl);
}
// Populate Magician Spirits.
i = -1;
foreach (Spirit objSpirit in _objCharacter.Spirits)
{
if (objSpirit.EntityType == SpiritType.Spirit)
{
i++;
SpiritControl objSpiritControl = new SpiritControl(true);
objSpiritControl.SpiritObject = objSpirit;
// Attach an EventHandler for the ServicesOwedChanged Event.
objSpiritControl.ServicesOwedChanged += objSpirit_ServicesOwedChanged;
objSpiritControl.ForceChanged += objSpirit_ForceChanged;
objSpiritControl.BoundChanged += objSpirit_BoundChanged;
objSpiritControl.DeleteSpirit += objSpirit_DeleteSpirit;
objSpiritControl.FileNameChanged += objSpirit_FileNameChanged;
objSpiritControl.SpiritName = objSpirit.Name;
objSpiritControl.ServicesOwed = objSpirit.ServicesOwed;
if (_objOptions.SpiritForceBasedOnTotalMAG)
示例7: RefreshPowers
public void RefreshPowers()
{
_blnLoading = true;
foreach (PowerControl pc in panPowers.Controls)
{
pc.PowerRatingChanged += objPower_PowerRatingChanged;
pc.DeletePower += objPower_DeletePower;
}
// Remove Adept Powers.
panPowers.Controls.Clear();
// Populate Adept Powers.
int i = -1;
foreach (Power objPower in _objCharacter.Powers)
{
i++;
PowerControl objPowerControl = new PowerControl();
objPowerControl.PowerObject = objPower;
// Attach an EventHandler for the PowerRatingChanged Event.
objPowerControl.PowerRatingChanged += objPower_PowerRatingChanged;
objPowerControl.DeletePower += objPower_DeletePower;
objPowerControl.PowerName = objPower.Name;
objPowerControl.Extra = objPower.Extra;
objPowerControl.PointsPerLevel = objPower.PointsPerLevel;
objPowerControl.AdeptWayDiscount = objPower.AdeptWayDiscount;
objPowerControl.LevelEnabled = objPower.LevelsEnabled;
if (objPower.MaxLevels > 0)
{
if (objPower.Name == "Improved Ability (skill)")
{
foreach (Skill objSkill in _objCharacter.SkillsSection.Skills)
if (objPower.Extra == objSkill.Name || (objSkill.IsExoticSkill && objPower.Extra == (objSkill.DisplayName + " (" + (objSkill as ExoticSkill).Specific + ")")))
{
int intImprovedAbilityMaximum = objSkill.Rating + (objSkill.Rating / 2);
if (intImprovedAbilityMaximum == 0)
{
intImprovedAbilityMaximum = 1;
}
objPower.MaxLevels = intImprovedAbilityMaximum;
}
else
{
objPowerControl.MaxLevels = objPower.MaxLevels;
}
}
else
{
objPowerControl.MaxLevels = objPower.MaxLevels;
}
}
objPowerControl.RefreshMaximum(_objCharacter.MAG.TotalValue);
if (objPower.Rating < 1)
objPower.Rating = 1;
objPowerControl.PowerLevel = Convert.ToInt32(objPower.Rating);
if (objPower.DiscountedAdeptWay)
objPowerControl.DiscountedByAdeptWay = true;
if (objPower.DiscountedGeas)
objPowerControl.DiscountedByGeas = true;
objPowerControl.Top = i * objPowerControl.Height;
panPowers.Controls.Add(objPowerControl);
}
_blnLoading = false;
}
示例8: frmCreate_Load
//.........这里部分代码省略.........
// Attach an EventHandler for the PowerRatingChanged Event.
objPowerControl.PowerRatingChanged += objPower_PowerRatingChanged;
objPowerControl.DeletePower += objPower_DeletePower;
objPowerControl.PowerName = objPower.Name;
objPowerControl.Extra = objPower.Extra;
objPowerControl.PointsPerLevel = objPower.PointsPerLevel;
objPowerControl.AdeptWayDiscount = objPower.AdeptWayDiscount;
objPowerControl.LevelEnabled = objPower.LevelsEnabled;
if (objPower.MaxLevels > 0)
{
if (objPower.Name == "Improved Ability (skill)")
{
foreach (Skill objSkill in _objCharacter.SkillsSection.Skills)
if (objPower.Extra == objSkill.Name || (objSkill.IsExoticSkill && objPower.Extra == (objSkill.DisplayName + " (" + (objSkill as ExoticSkill).Specific + ")")))
{
int intImprovedAbilityMaximum = objSkill.Rating + (objSkill.Rating / 2);
if (intImprovedAbilityMaximum == 0)
{
intImprovedAbilityMaximum = 1;
}
objPower.MaxLevels = intImprovedAbilityMaximum;
}
else
{
objPowerControl.MaxLevels = objPower.MaxLevels;
}
}
else
{
objPowerControl.MaxLevels = objPower.MaxLevels;
}
}
objPowerControl.RefreshMaximum(_objCharacter.MAG.TotalValue);
if (objPower.Rating < 1)
objPower.Rating = 1;
objPowerControl.PowerLevel = Convert.ToInt32(objPower.Rating);
if (objPower.DiscountedAdeptWay)
objPowerControl.DiscountedByAdeptWay = true;
if (objPower.DiscountedGeas)
objPowerControl.DiscountedByGeas = true;
objPowerControl.Top = i * objPowerControl.Height;
panPowers.Controls.Add(objPowerControl);
}
// Populate Magician Spirits.
i = -1;
foreach (Spirit objSpirit in _objCharacter.Spirits)
{
if (objSpirit.EntityType == SpiritType.Spirit)
{
i++;
SpiritControl objSpiritControl = new SpiritControl();
objSpiritControl.SpiritObject = objSpirit;
// Attach an EventHandler for the ServicesOwedChanged Event.
objSpiritControl.ServicesOwedChanged += objSpirit_ServicesOwedChanged;
objSpiritControl.ForceChanged += objSpirit_ForceChanged;
objSpiritControl.BoundChanged += objSpirit_BoundChanged;
objSpiritControl.DeleteSpirit += objSpirit_DeleteSpirit;
objSpiritControl.FileNameChanged += objSpirit_FileNameChanged;
objSpiritControl.SpiritName = objSpirit.Name;
objSpiritControl.ServicesOwed = objSpirit.ServicesOwed;
if (_objCharacter.AdeptEnabled && _objCharacter.MagicianEnabled)