internal void PlayerModeChanged(object sender, PlayerModeChangedEventArgs e) { foreach (Card card in this) { card.PlayerModeChanged(sender, e); } }
void player_PlayerModeChangedEvent(object sender, PlayerModeChangedEventArgs e) { if (_CardBase != null) { _CardBase.PlayerModeChanged(sender, e); } _Cards.PlayerModeChanged(sender, e); }
private void _Player_PlayerModeChangedEvent(object sender, PlayerModeChangedEventArgs e) { if (this.Dispatcher.CheckAccess()) { DisplayStage(e.CurrentPlayer.Phase, e.CurrentPlayer.PlayerMode); if (this.IsUIPlayer) { if (e.CurrentPlayer.Phase == DominionBase.Players.PhaseEnum.Starting || e.CurrentPlayer.Phase == DominionBase.Players.PhaseEnum.Waiting || e.CurrentPlayer.Phase == DominionBase.Players.PhaseEnum.Cleanup || e.CurrentPlayer.Phase == DominionBase.Players.PhaseEnum.Endgame || e.CurrentPlayer.PlayerMode == DominionBase.Players.PlayerMode.Waiting || e.CurrentPlayer.PlayerMode == DominionBase.Players.PlayerMode.Choosing) { cardHand.IsClickable = false; } else { cardHand.IsClickable = true; } if (e.CurrentPlayer == _Player) { cardHand.PlayerMode = e.NewPlayerMode; } } else { cardHand.IsClickable = false; } } else { this.Dispatcher.BeginInvoke(new EventHandler <PlayerModeChangedEventArgs>(_Player_PlayerModeChangedEvent), System.Windows.Threading.DispatcherPriority.Normal, sender, e); } }
internal virtual void PlayerModeChanged(object sender, PlayerModeChangedEventArgs e) { }