void _state_CharacterAdded(object sender, CombatStateCharacterEventArgs e) { PostToQueue(new StateQueueItem() { EventType = StateQueueEventType.CharactersChanged }); }
private void State_CharacterPropertyChanged(object sender, CombatStateCharacterEventArgs e) { switch (e.Property) { case "HP": case "Name": case "MaxHP": SendState(); break; } }
private void State_CharacterAdded(object sender, CombatStateCharacterEventArgs e) { SendState(); }
private void State_TurnChanged(object sender, CombatStateCharacterEventArgs e) { SendState(); }
void _state_CharacterPropertyChanged(object sender, CombatStateCharacterEventArgs e) { }
static void Handle_CombatStateCharacterAdded(object sender, CombatStateCharacterEventArgs e) { SaveCombatState(); }
static void Handle_CombatStateCharacterRemoved(object sender, CombatStateCharacterEventArgs e) { //SaveCombatState(); }
void CombatState_CharacterAdded(object sender, CombatStateCharacterEventArgs e) { e.Character.PropertyChanged += new System.ComponentModel.PropertyChangedEventHandler(Character_PropertyChanged); }