/// <summary> /// Updates this DxObject to the correct position on screen /// </summary> protected override void Update(RootElement source = null, OnUpdateEventArgs eventArgs = null) { if (IsAttached) { pos = Renderer.ScreenFromWorldPosition(ToAttached.Position + Offset.Translation); } }
protected override void Update(RootElement source = null, OnUpdateEventArgs eventArgs = null) { if (IsAttached) { startPos = ToAttached.Position + Offset.Translation; endPos = Vector3.Transform(relativeEndPosition, ToAttached.Matrix * Offset); } }
private void MainWindow_OnUpdate(object sender, OnUpdateEventArgs e) { this.CheckButtonRotator.Enabled = Rotator.ActiveRoutine != null; this.CheckButtonRotator.Checked = Rotator.Enabled; this.CheckButtonAttackOutOfCombatUnits.Checked = UserSettings.Instance.AttackOutOfCombatUnits; this.CheckButtonBigCooldowns.Checked = UserSettings.Instance.BigCooldownsBossOnly; }
/// <summary> /// Raises the <see cref="E:MessageEvent" /> event. /// </summary> /// <param name="e">The <see cref="ServerSentEventArgs"/> instance containing the event data.</param> protected virtual void OnUpdateEvent(OnUpdateEventArgs e) { Trace.TraceInformation("Raising OnMessageEvent ({0})", _eventType); var handler = OnUpdate; if (handler != null) { handler(this, e); } }
/// <summary> /// Updates this element to the correct position and rotation /// </summary> protected void Update(RootElement source, OnUpdateEventArgs eventArgs) { StartPosition = ToAttached.Position + Offset.Translation; EndPosition = Vector3.Transform(relativeEndPosition, ToAttached.Matrix * Offset); }
private void Update(object sender, OnUpdateEventArgs e) => WriteLine("Message : " + e.EventType + " | " + e.Data);
/// <summary> /// Updates this element to the correct position and rotation /// </summary> protected abstract void Update(RootElement source, OnUpdateEventArgs eventArgs);
private void MainWindow_OnUpdate(object sender, OnUpdateEventArgs e) { }
internal static void Update(OnUpdateEventArgs e) { if (!initd) return; stateManager.Update(e.Gametime); SoundManager.Update(e.Gametime); InputManager.Update(e.Gametime); }