using LibW4M.Data.Teams; using LibW4M.Data.WeaponFactory; using System; using System.Collections.Generic; using System.ComponentModel; using System.Data; using System.Drawing; using System.Linq; using System.Text; using System.Threading.Tasks; using System.Windows.Forms; using W4Gui.Dialogs; namespace W4Gui.Components { public partial class TeamsPanel : UserControl { private WeaponData weapon; private WeaponData weaponCluster; public TeamsPanel() { InitializeComponent(); } public void SaveTeamData(ref TeamData team) { // Load general team.Name = DataManager.SaveFile.LookupString(this.selName.Text); team.Skill = (SkillLevel)this.selSkill.SelectedIndex; team.Player = DataManager.SaveFile.LookupString(this.selPlayerUsername.Text); team.Worms = DataManager.SaveFile.StringArrayToXomStringArray(selWorms.Items); // Load apperance team.Tash = DataManager.SaveFile.LookupString(this.selFace.Text); team.Flag = DataManager.SaveFile.LookupString(this.selFlag.Text); team.Glasses = DataManager.SaveFile.LookupString(this.selGlasses.Text); team.Gloves = DataManager.SaveFile.LookupString(this.selGloves.Text); team.Hat = DataManager.SaveFile.LookupString(this.selHat.Text); team.Grave = this.selGrave.Value; team.Speech = DataManager.SaveFile.LookupString(this.selSpeech.Text); // Load story flags team.AllMissionsDone = this.selAllMissionsDone.Checked; team.AllTutorialsDone = this.selAllTutorialsDone.Checked; team.NewTeam = this.selNewTeam.Value; team.InGame = this.selInGame.Checked; team.StoryChapter = this.selStoryChapter.Value; team.TutorialsDone = this.selTutorialsDone.Value; team.StoryMissionsCompleted = this.selStoryMissionsCompleted.Values; // Load weapon data team.SWeapon = this.selSWeapon.Value; team.SecretWeapon = this.weapon; team.SecretWeaponCluster = this.weaponCluster; team.CustomWeapon = DataManager.SaveFile.LookupString(this.selTeamWeapName.Text); } public void LoadTeamData(TeamData team) { // Load general this.selName.Text = team.Name.Value; this.selSkill.SelectedIndex = (int)team.Skill; this.selPlayerUsername.Text = team.Player.Value; this.selWorms.LoadData(DataManager.SaveFile.XomStringArrayToStringArray(team.Worms)); // Load apperance this.selFace.Text = team.Tash.Value; this.selFlag.Text = team.Flag.Value; this.selGlasses.Text = team.Glasses.Value; this.selGloves.Text = team.Gloves.Value; this.selHat.Text = team.Hat.Value; this.selGrave.Value = team.Grave; this.selSpeech.Text = team.Speech.Value; // Load story flags this.selAllMissionsDone.Checked = team.AllMissionsDone; this.selAllTutorialsDone.Checked = team.AllTutorialsDone; this.selNewTeam.Value = team.NewTeam; this.selInGame.Checked = team.InGame; this.selStoryChapter.Value = team.StoryChapter; this.selTutorialsDone.Value = team.TutorialsDone; this.selStoryMissionsCompleted.LoadItems(team.StoryMissionsCompleted); // Load weapon data this.selSWeapon.Value = team.SWeapon; this.weapon = team.SecretWeapon; this.weaponCluster = team.SecretWeaponCluster; this.selTeamWeapName.Text = team.CustomWeapon.Value; } private void btnChangeWeapon_Click(object sender, EventArgs e) { CollectiveSelectionDialog csd = new CollectiveSelectionDialog(DataManager.SaveFile.WeaponFactoryCollective); if(csd.ShowDialog() == DialogResult.OK) { WeaponStore store = csd.SelectedEntry as WeaponStore; weapon = store.Weapon; this.selTeamWeapName.Text = store.Weapon.Name.Value; } } private void btnChangeCluster_Click(object sender, EventArgs e) { CollectiveSelectionDialog csd = new CollectiveSelectionDialog(DataManager.SaveFile.WeaponFactoryCollective); if (csd.ShowDialog() == DialogResult.OK) { WeaponStore store = csd.SelectedEntry as WeaponStore; weaponCluster = store.Cluster; } } private void btnEditWeapon_Click(object sender, EventArgs e) { EditWeaponDialog ewd = new EditWeaponDialog(ref weapon); ewd.ShowDialog(); } private void brnEditCluster_Click(object sender, EventArgs e) { EditWeaponDialog ewd = new EditWeaponDialog(ref weaponCluster); ewd.ShowDialog(); } } }