Beispiel #1
0
        public void timer1_Tick(object sender, EventArgs e)
        {
            if (progress.Value > 0)
            {
                progress.Value  -= 1;
                lbltimeleft.Text = Convert.ToString(progress.Value) + "s";
            }
            else
            {
                // YGE : Just to call it once
                if (!bTimeIsUpDelegateCalled)
                {
                    bTimeIsUpDelegateCalled = true;

                    // YGE : so, i create an argument and fill it
                    SpellBarEventArgs Args = new SpellBarEventArgs(spellName, spellDuration);

                    TimeIsUpEvent(this, Args);
                }

                internalCounter++;
                if (internalCounter % 2 == 0)
                {
                    groupBox1.BackColor = System.Drawing.Color.White;
                    //lblspellname.ForeColor = System.Drawing.Color.Red;
                }
                else
                {
                    groupBox1.BackColor = System.Drawing.Color.Gray;
                    //lblspellname.ForeColor = System.Drawing.Color.Blue;
                }
            }
        }
Beispiel #2
0
        public void SpellBarTimeIsUp(object sender, SpellBarEventArgs e)
        {
            // YGE : Ok, called when a bar reaches 0 !!
            Debug.WriteLine(e.spellName + " bar reached 0");

            // YGE : now, i parse my ArrayList to find and remove that spellbar
            // can do it with a while, for or an iterator

            int NumToKill = -1;

            for (int i = 0; i < SpellBarCollection.Count; ++i)
            {
                spellbar SpellBarRef = (spellbar)SpellBarCollection[i]; // cast my ArrayListMember to a SpellBar

                if (SpellBarRef.spellName == e.spellName)               // YGE : i got the spell name that reaches 0 from the event, could probably pass a SpellBar Reference too, or cast the "sender" object
                {
                    NumToKill = i;
                }
            }

            // YGE : found it, i stop displaying it, and kill it
            if (NumToKill > 0)
            {
                spellbar SpellBarToKill = (spellbar)SpellBarCollection[NumToKill];
                panel1.Controls.Remove(SpellBarToKill); // YGE : Remove it from the panel
                SpellBarCollection.RemoveAt(NumToKill); // YGE : Remove it from my list
                // the garbage collector will remove the unused spellbar from memory automatically, as long as it s not referenced anywhere anymore

                // YGE : now, i fill the blanks in the display
                for (int i = 0; i < SpellBarCollection.Count; ++i)
                {
                    spellbar SpellBarRef = (spellbar)SpellBarCollection[i];

                    SpellBarRef.Location = new Point(10, 10 + i * 36);
                }
            }
        }