/// <summary> /// Called when [count state changed]. /// </summary> /// <param name="countDownState">State of the count down.</param> private void OnCountStateChanged(CountDownClockEvents.StateChangedArgs countDownState) { switch (countDownState) { case CountDownClockEvents.StateChangedArgs.Running: _countdownStartedTime = DateTime.Now; _clockRunning = true; break; case CountDownClockEvents.StateChangedArgs.Reset: case CountDownClockEvents.StateChangedArgs.Paused: _clockRunning = false; break; case CountDownClockEvents.StateChangedArgs.Finished: _clockRunning = false; if (!_databaseWriter.IsBusy) _databaseWriter.RunWorkerAsync(); break; } }
/// <summary> /// Called when [count state changed]. /// </summary> /// <param name="countDownState">State of the count down.</param> private void OnCountStateChanged(CountDownClockEvents.StateChangedArgs countDownState) { switch (countDownState) { case CountDownClockEvents.StateChangedArgs.Running: PlaySoundResource(CLOCK_START_WAV); break; case CountDownClockEvents.StateChangedArgs.Finished: PlaySoundResource(CLOCK_END_WAV); break; } }
/// <summary> /// Called when [count down state changed]. /// </summary> /// <param name="countDownState">State of the count down.</param> private void OnCountDownStateChanged(CountDownClockEvents.ChangeStateArgs countDownState) { switch (countDownState) { case CountDownClockEvents.ChangeStateArgs.Start: StartCountDown(); break; case CountDownClockEvents.ChangeStateArgs.Pause: PauseCountDown(); break; case CountDownClockEvents.ChangeStateArgs.Reset: ResetCountDown(); break; } }
/// <summary> /// Called when [count down state changed]. /// </summary> /// <param name="countDownState">State of the count down.</param> private void OnCountDownStateChanged(CountDownClockEvents.StateChangedArgs countDownState) { _clockState = countDownState; _startCommand.RaiseCanExecuteChanged(); _pauseCommand.RaiseCanExecuteChanged(); _resetCommand.RaiseCanExecuteChanged(); if (countDownState == CountDownClockEvents.StateChangedArgs.Finished) GameNextRound(); }