private bool UpdateOther(Cooldown sk) { if (!SettingsHolder.CooldownWindowSettings.Enabled) { return(false); } //create it again with cd window dispatcher var other = new Cooldown(sk.Skill, sk.CooldownType == CooldownType.Item ? sk.OriginalDuration / 1000 : sk.OriginalDuration, sk.CooldownType, sk.Mode, Dispatcher); sk.Dispose(); try { if (other.CooldownType != CooldownType.Item) { return(FindAndUpdate(OtherSkills, other)); } return(FindAndUpdate(ItemSkills, other) || FindAndUpdate(OtherSkills, other)); } catch { Log.All("Error while refreshing skill"); return(false); } }
public void AddOrRefresh(Cooldown sk) { switch (Settings.SettingsHolder.CooldownBarMode) { case CooldownBarMode.Fixed: if (!FixedMode_Update(sk)) { sk.Dispose(); } break; default: if (!NormalMode_Update(sk)) { sk.Dispose(); } break; } }
private static void RouteSkill(Cooldown skillCooldown) { if (skillCooldown.Duration == 0) { skillCooldown.Dispose(); CooldownWindowViewModel.Instance.Remove(skillCooldown.Skill); } else { CooldownWindowViewModel.Instance.AddOrRefresh(skillCooldown); } App.BaseDispatcher.Invoke(() => SkillStarted?.Invoke()); }
public void AddOrRefresh(Cooldown sk) { Dispatcher.BeginInvoke(new Action(() => { switch (SettingsHolder.CooldownBarMode) { case CooldownBarMode.Fixed: if (!FixedMode_Update(sk)) { sk.Dispose(); } break; default: if (!NormalMode_Update(sk)) { sk.Dispose(); } break; } })); }
private static void RouteSkill(Cooldown skillCooldown) { if (skillCooldown.Duration == 0) { skillCooldown.Dispose(); WindowManager.CooldownWindow.VM.Remove(skillCooldown.Skill); } else { WindowManager.CooldownWindow.VM.AddOrRefresh(skillCooldown); } App.BaseDispatcher.BeginInvoke(new Action(() => SkillStarted?.Invoke())); }
public void Dispose() { Cooldown.Dispose(); Effect.Dispose(); }
internal void AddHiddenSkill(Cooldown context) { context.Dispose(); HiddenSkills.Add(context); Save(); }
public void Dispose() { spellCooldown.Dispose(); spellCooldown = null; }