Ejemplo n.º 1
0
        /// <summary>
        /// Called when [count state changed].
        /// </summary>
        /// <param name="countDownState">State of the count down.</param>
        private void OnCountStateChanged(CountDownClockEvents.StateChangedArgs countDownState)
        {
            switch (countDownState)
            {
                case CountDownClockEvents.StateChangedArgs.Running:
                    _countdownStartedTime = DateTime.Now;
                    _clockRunning = true;
                    break;

                case CountDownClockEvents.StateChangedArgs.Reset:
                case CountDownClockEvents.StateChangedArgs.Paused:
                    _clockRunning = false;
                    break;

                case CountDownClockEvents.StateChangedArgs.Finished:
                    _clockRunning = false;
                    if (!_databaseWriter.IsBusy) _databaseWriter.RunWorkerAsync();
                    break;
            }
        }
 /// <summary>
 /// Called when [count state changed].
 /// </summary>
 /// <param name="countDownState">State of the count down.</param>
 private void OnCountStateChanged(CountDownClockEvents.StateChangedArgs countDownState)
 {
     switch (countDownState)
     {
         case CountDownClockEvents.StateChangedArgs.Running: PlaySoundResource(CLOCK_START_WAV); break;
         case CountDownClockEvents.StateChangedArgs.Finished: PlaySoundResource(CLOCK_END_WAV); break;
     }
 }
 /// <summary>
 /// Called when [count down state changed].
 /// </summary>
 /// <param name="countDownState">State of the count down.</param>
 private void OnCountDownStateChanged(CountDownClockEvents.ChangeStateArgs countDownState)
 {
     switch (countDownState)
     {
         case CountDownClockEvents.ChangeStateArgs.Start: StartCountDown(); break;
         case CountDownClockEvents.ChangeStateArgs.Pause: PauseCountDown(); break;
         case CountDownClockEvents.ChangeStateArgs.Reset: ResetCountDown(); break;
     }
 }
        /// <summary>
        /// Called when [count down state changed].
        /// </summary>
        /// <param name="countDownState">State of the count down.</param>
        private void OnCountDownStateChanged(CountDownClockEvents.StateChangedArgs countDownState)
        {
            _clockState = countDownState;
            _startCommand.RaiseCanExecuteChanged();
            _pauseCommand.RaiseCanExecuteChanged();
            _resetCommand.RaiseCanExecuteChanged();

            if (countDownState == CountDownClockEvents.StateChangedArgs.Finished) GameNextRound();
        }