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C# Chummer.PowerControl类代码示例

原作者: [db:作者] 来自: [db:来源] 收藏 邀请

本文整理汇总了C#中Chummer.PowerControl的典型用法代码示例。如果您正苦于以下问题:C# PowerControl类的具体用法?C# PowerControl怎么用?C# PowerControl使用的例子?那么恭喜您, 这里精选的类代码示例或许可以为您提供帮助。



PowerControl类属于Chummer命名空间,在下文中一共展示了PowerControl类的9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,您的评价将有助于我们的系统推荐出更棒的C#代码示例。

示例1: AddPACKSKit


//.........这里部分代码省略.........
                    // Check for Advantages.
                    foreach (XmlNode objXmlAdvantage in objXmlArt.SelectNodes("techniques/technique"))
                    {
                        TreeNode objChildNode = new TreeNode();
                        MartialArtAdvantage objAdvantage = new MartialArtAdvantage(_objCharacter);
                        XmlNode objXmlAdvantageNode = objXmlMartialArtDocument.SelectSingleNode("/chummer/martialarts/martialart[name = \"" + objXmlArt["name"].InnerText + "\"]/techniques/technique[. = \"" + objXmlAdvantage.InnerText + "\"]");
                        objAdvantage.Create(objXmlAdvantageNode, _objCharacter, objChildNode);
                        objArt.Advantages.Add(objAdvantage);

                        objNode.Nodes.Add(objChildNode);
                        objNode.Expand();
                    }

                    treMartialArts.Nodes[0].Nodes.Add(objNode);
                    treMartialArts.Nodes[0].Expand();
                }
            }

            // Update Adept Powers.
            if (objXmlKit["powers"] != null)
            {
                // Open the Powers XML file and locate the selected power.
                XmlDocument objXmlPowerDocument = XmlManager.Instance.Load("powers.xml");

                foreach (XmlNode objXmlPower in objXmlKit.SelectNodes("powers/power"))
                {
                    XmlNode objXmlPowerNode = objXmlPowerDocument.SelectSingleNode("/chummer/powers/power[name = \"" + objXmlPower["name"].InnerText + "\"]");

                    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 = objXmlPowerNode["name"].InnerText;
                    objPowerControl.PointsPerLevel = Convert.ToDecimal(objXmlPowerNode["points"].InnerText, GlobalOptions.Instance.CultureInfo);
                    objPowerControl.AdeptWayDiscount = Convert.ToDecimal(objXmlPowerNode["adeptway"].InnerText, GlobalOptions.Instance.CultureInfo);
                    if (objXmlPowerNode["levels"].InnerText == "no")
                    {
                        objPowerControl.LevelEnabled = false;
                    }
                    else
                    {
                        objPowerControl.LevelEnabled = true;
                        if (objXmlPowerNode["levels"].InnerText != "yes")
                            objPower.MaxLevels = Convert.ToInt32(objXmlPowerNode["levels"].InnerText);
                    }

                    objPower.Source = objXmlPowerNode["source"].InnerText;
                    objPower.Page = objXmlPowerNode["page"].InnerText;
                    if (objXmlPowerNode["doublecost"] != null)
                        objPower.DoubleCost = false;

                    if (objXmlPowerNode.InnerXml.Contains("bonus"))
                    {
                        objPower.Bonus = objXmlPowerNode["bonus"];

                        if (objXmlPower["name"].Attributes["select"] != null)
                            _objImprovementManager.ForcedValue = objXmlPower["name"].Attributes["select"].InnerText;
开发者ID:cormanater,项目名称:chummer5a,代码行数:66,代码来源:frmCreate.cs


示例2: 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);
        }
开发者ID:cormanater,项目名称:chummer5a,代码行数:81,代码来源:frmCreate.cs


示例3: frmCreate_Load


//.........这里部分代码省略.........
            foreach (Armor objArmor in _objCharacter.Armor)
            {
                _objFunctions.CreateArmorTreeNode(objArmor, treArmor, cmsArmor, cmsArmorMod, cmsArmorGear);
            }

            // Populate Weapons.
            // Start by populating Locations.
            foreach (string strLocation in _objCharacter.WeaponLocations)
            {
                TreeNode objLocation = new TreeNode();
                objLocation.Tag = strLocation;
                objLocation.Text = strLocation;
                objLocation.ContextMenuStrip = cmsWeaponLocation;
                treWeapons.Nodes.Add(objLocation);
            }
            foreach (Weapon objWeapon in _objCharacter.Weapons)
            {
                _objFunctions.CreateWeaponTreeNode(objWeapon, treWeapons.Nodes[0], cmsWeapon, cmsWeaponMod, cmsWeaponAccessory, cmsWeaponAccessoryGear);
            }

            PopulateCyberwareList();

            // Populate Spell list.
            foreach (Spell objSpell in _objCharacter.Spells)
            {
                treSpells.Add(objSpell, cmsSpell, _objCharacter);
            }

            // 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)
				{
					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
					{
开发者ID:cormanater,项目名称:chummer5a,代码行数:67,代码来源:frmCreate.cs


示例4: 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;
        }
开发者ID:cormanater,项目名称:chummer5a,代码行数:46,代码来源:frmCreate.cs


示例5: frmCreate_Load


//.........这里部分代码省略.........
                    objNode.ForeColor = Color.SaddleBrown;
                objNode.ToolTipText = objSpell.Notes;

                switch (objSpell.Category)
                {
                    case "Combat":
                        treSpells.Nodes[0].Nodes.Add(objNode);
                        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;
开发者ID:janhelke,项目名称:chummer2,代码行数:67,代码来源:frmCreate.cs


示例6: 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);
        }
开发者ID:janhelke,项目名称:chummer2,代码行数:46,代码来源:frmCreate.cs


示例7: frmCareer_Load


//.........这里部分代码省略.........
                        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;
                    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)
                {
开发者ID:Althalusdlg,项目名称:chummer5a,代码行数:67,代码来源:frmCareer.cs


示例8: 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;
        }
开发者ID:argo2445,项目名称:chummer5a,代码行数:68,代码来源:frmCreate.cs


示例9: frmCreate_Load


//.........这里部分代码省略.........
            foreach (Armor objArmor in _objCharacter.Armor)
            {
                _objFunctions.CreateArmorTreeNode(objArmor, treArmor, cmsArmor, cmsArmorMod, cmsArmorGear);
            }

            // Populate Weapons.
            // Start by populating Locations.
            foreach (string strLocation in _objCharacter.WeaponLocations)
            {
                TreeNode objLocation = new TreeNode();
                objLocation.Tag = strLocation;
                objLocation.Text = strLocation;
                objLocation.ContextMenuStrip = cmsWeaponLocation;
                treWeapons.Nodes.Add(objLocation);
            }
            foreach (Weapon objWeapon in _objCharacter.Weapons)
            {
                _objFunctions.CreateWeaponTreeNode(objWeapon, treWeapons.Nodes[0], cmsWeapon, cmsWeaponAccessory, cmsWeaponAccessoryGear);
            }

            PopulateCyberwareList();

            // Populate Spell list.
            foreach (Spell objSpell in _objCharacter.Spells)
            {
                treSpells.Add(objSpell, cmsSpell, _objCharacter);
                }

            // 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)
                {
                    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
                    {
开发者ID:argo2445,项目名称:chummer5a,代码行数:67,代码来源:frmCreate.cs



注:本文中的Chummer.PowerControl类示例整理自Github/MSDocs等源码及文档管理平台,相关代码片段筛选自各路编程大神贡献的开源项目,源码版权归原作者所有,传播和使用请参考对应项目的License;未经允许,请勿转载。


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