/// <summary>
 /// When the queue changed, we refresh the content
 /// </summary>
 /// <param name="sender"></param>
 /// <param name="e"></param>
 private void EveClient_QueuedSkillsCompleted(object sender, QueuedSkillsEventArgs e)
 {
     UpdateContent();
 }
Beispiel #2
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 /// <summary>
 /// Occurs when skills have been completed.
 /// </summary>
 /// <param name="sender"></param>
 /// <param name="e"></param>
 void EveClient_QueuedSkillsCompleted(object sender, QueuedSkillsEventArgs e)
 {
     // Play a sound
     TryPlaySkillCompletionSound();
 }
Beispiel #3
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 /// <summary>
 /// When skills are completed, we display a special message
 /// </summary>
 /// <param name="sender"></param>
 /// <param name="e"></param>
 private static void EveClient_QueuedSkillsCompleted(object sender, QueuedSkillsEventArgs e)
 {
     if (s_running)
     {
         if (e.CompletedSkills.Count == 1)
         {
             s_lcd.SkillCompleted(e.Character);
         }
         else
         {
             s_lcd.SkillCompleted(e.Character, e.CompletedSkills.Count);
         }
     }
 }
Beispiel #4
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        /// <summary>
        /// On skill completion.
        /// </summary>
        /// <param name="sender"></param>
        /// <param name="e"></param>
        void EveClient_QueuedSkillsCompleted(object sender, QueuedSkillsEventArgs e)
        {
            if (e.Character != m_character)
                return;

            // Character still training ? Jump to next skill
            if (m_character.IsTraining)
            {
                UpdateContent();
            }
            else
            {
                lblRemainingTime.Text = "Completed";
                m_hasCompletionTime = false;
                UpdateVisibilities();
            }
        }