protected virtual void OnGameChanged(GameChangedEventArgs e) { if (GameChangedEvent != null) { GameChangedEvent(this, e); } }
internal void GameChangedEventHandler(object sender, GameChangedEventArgs e) { GameState = e.GameData.Status; if (GameState == GameData.GameStatus.ReadyToStart) { NewGame(); } }
private void OnGameChanged(object sender, GameChangedEventArgs e) { if (watcher.EnableRaisingEvents) { SaveGame(); } UpdateAll(); }
private void OnGameCanged(object sender, GameChangedEventArgs e) { // Cancel delayed action if game was reseted if (e.Action == GameAction.Reset) { delayedAction.Cancel(); } if (!(e.Action == GameAction.PassCards && IsAIPlayer(e.Player))) // Do not update when AI makes a pass { Update(); } }
private void OnGameChanged(object sender, GameChangedEventArgs e) { UpdateAll(); }