public void OnChangeCharacter(TypesChangeCharacter typeChange, object data) { if (character != null) { Event_CharacterChange?.Invoke(typeChange, data); } }
public void OnChangeCharacter(TypesChangeCharacter typeChange) { if (character != null) { Event_CharacterChange?.Invoke(typeChange); } }
private void Handler_ChangeCharacter(TypesChangeCharacter typeChange, object data) { this.Dispatcher.Invoke(() => { switch (typeChange) { case TypesChangeCharacter.AddWeapon: Handler_CharacterChangeAddWeapon((uint)data); break; case TypesChangeCharacter.All: Handler_CharacterChangeHP(); Handler_CharacterChangeLocation(); Handler_CharacterChangeCurrentWeapon(); Handler_IndicatorDeadZone(); break; case TypesChangeCharacter.CurrentWepon: Handler_CharacterChangeCurrentWeapon(); break; case TypesChangeCharacter.HP: Handler_CharacterChangeHP(); break; case TypesChangeCharacter.Location: Handler_CharacterChangeLocation(); Handler_IndicatorDeadZone(); break; case TypesChangeCharacter.BulletInWeapon: Handler_CharacterChangeBulletInWeapon((uint)data); break; case TypesChangeCharacter.ReloadState: Handler_ChangeCharacterReloadState((bool)data); break; } }); }