private void OnFactoryReset(object sender, BooleanEventArgs e) { if (!e.Value) { this.UpdateIp(null, new StringEventArgs(null)); } this.PlcEvents.Pause(); //this.OnMainThread(new Action(this.TryDisconnect)); //this.OnMainThread(() => this.HardwareConfig.ResetConfiguration(IWorkingContextExtension.GetDlc<ICommandProcessor>(this.WorkingContext, (string)null))); this.PlcEvents.Resume(); }
private void _worker_SaveTableEnabled(object sender, BooleanEventArgs e) { try { EnableToolStripItems(e.Value, toolStripButtonStandardSaveTable, toolStripMenuItemMainTableSave); } catch (Exception ex) { _worker.ShowError(ex); } }
// In the event of a robot attack, I want to tell the player who was killed. That's why the event this // function is listening to exists, and this function call is a middleman between statusUI and GameOverUI. // // StatusUI says "Ok, I rolled a robot attack. Colonist Manager, tell us who was killed?" and it calls the // roboAttack event. This function figures out a random colonist based on its lists, and then it says // "So I know who died, now someone put this on the screen" and when it calls RoboAttackUI it gives up the // lucky colonist. // // However, sometimes no one dies in a roboAttack, so ColonistManager also sends a boolean // that tells this function whether or not anyone was killed. If no one was killed this function still opens // the UI but it tells GameOverUI there was no casualty by sending null instead of a colonist. Apologies for the // novel but this is one of the more convoluted implementations so I wanted to make it clear what's happening. void OnRoboAttack(object sender, BooleanEventArgs args) { Boolean casualty = args.booleanPayload; if (casualty) { Colonist dead = allColonists[UnityEngine.Random.Range(0, allColonists.Count - 1)]; GameEvents.InvokeRoboAttackUIStarted(dead); } else { GameEvents.InvokeRoboAttackUIStarted(null); } }
private void GalleryContainer_TreeSelectionChanged(object sender, BooleanEventArgs e) { try { if (InvokeRequired) { Invoke(new EventHandler <BooleanEventArgs>(GalleryContainer_TreeSelectionChanged), new object[] { sender, e }); } else { toolStripMenuItemSource.Enabled = e.Value; } } catch (Exception ex) { FormUtilities.ShowError(this, ex); } }
private void SettingsWorker_UseSpecificOutputFolderUpdated(object sender, BooleanEventArgs e) { try { if (InvokeRequired) { Invoke(new EventHandler <BooleanEventArgs>(SettingsWorker_UseSpecificOutputFolderUpdated), new object[] { sender, e }); } else { _discardEvents = true; checkBoxUseSpecificOutputFolder.Checked = e.Value; _discardEvents = false; textBoxOutputFolder.Enabled = e.Value; buttonBrowseOutputFolder.Enabled = e.Value; } } catch (Exception ex) { FormUtilities.ShowError(this, ex); } }
private void MotorAvailable(object sender, BooleanEventArgs e) { Application.Current.Dispatcher.BeginInvoke(DispatcherPriority.Normal, new Action(() => motor = e.Value)); parentModule.Log("Motor available: " + e.Value); }
private void RunningChanged(object sender, BooleanEventArgs e) { Application.Current.Dispatcher.BeginInvoke(DispatcherPriority.Normal, new Action(() => btnStop.IsEnabled = e.Value)); }
/// <summary> /// the Event on Services availability changed. /// </summary> /// <param name="sender">The sender.</param> /// <param name="e">if set to <c>true</c> [e].</param> private void ServicesAvailabilityChanged(object sender, BooleanEventArgs e) { DIContainer.Instance.Resolve<Workstation>().IsServiceAvailable = e.IsOnline; SetConnectionMode(); Messenger.Instance.Notify(MessengerMessage.UpdateNetworkIcon); }
public void Switch(object sender, BooleanEventArgs args) { isActive = !args.ok; }
public SaveCulturePrefCommand(BooleanEventArgs args, UserPreferencesModel preferences, Database database) { this.args = args; this.preferences = preferences; this.database = database; }