private void RefreshResearchedTechs(TechField whichField)
{
for (int i = 0; i < _techFieldButtons.Length; i++)
{
_techFieldButtons[i].Selected = false;
}
string techDescriptions = string.Empty;
List<Technology> researchedTechs = new List<Technology>();
switch (whichField)
{
case TechField.COMPUTER:
{
_techFieldButtons[0].Selected = true;
researchedTechs = _gameMain.EmpireManager.CurrentEmpire.TechnologyManager.ResearchedComputerTechs;
} break;
case TechField.CONSTRUCTION:
{
_techFieldButtons[1].Selected = true;
researchedTechs = _gameMain.EmpireManager.CurrentEmpire.TechnologyManager.ResearchedConstructionTechs;
} break;
case TechField.FORCE_FIELD:
{
_techFieldButtons[2].Selected = true;
researchedTechs = _gameMain.EmpireManager.CurrentEmpire.TechnologyManager.ResearchedForceFieldTechs;
} break;
case TechField.PLANETOLOGY:
{
_techFieldButtons[3].Selected = true;
researchedTechs = _gameMain.EmpireManager.CurrentEmpire.TechnologyManager.ResearchedPlanetologyTechs;
} break;
case TechField.PROPULSION:
{
_techFieldButtons[4].Selected = true;
researchedTechs = _gameMain.EmpireManager.CurrentEmpire.TechnologyManager.ResearchedPropulsionTechs;
} break;
case TechField.WEAPON:
{
_techFieldButtons[5].Selected = true;
researchedTechs = _gameMain.EmpireManager.CurrentEmpire.TechnologyManager.ResearchedWeaponTechs;
} break;
}
foreach (var researchedTech in researchedTechs)
{
techDescriptions += researchedTech.TechName + " -\r\n" + researchedTech.TechDescription + "\r\n\r\n\r\n";
}
_researchedTechnologyDescriptions.SetText(techDescriptions);
_researchedTechnologyDescriptions.ScrollToBottom();
}