private void OnGameMessageRaised(object sender, GameMessageEventArgs e) { //Add a new block, which is a paragraph that contains a run (string of text) //with the message to the rich text box. GameMessages.Document.Blocks.Add(new Paragraph(new Run(e.Message))); //Scroll to end of rich text box as we want player to always see the last messages. GameMessages.ScrollToEnd(); }
private void OnGameMessageRaised(object sender, GameMessageEventArgs e) { Brush foreground = Brushes.White; // Normal default if (e.Level == Emote.HAPPY) { foreground = Brushes.ForestGreen; } else if (e.Level == Emote.DANGEROUS) { foreground = Brushes.IndianRed; } else if (e.Level == Emote.FATAL) { foreground = Brushes.Red; } else if (e.Level == Emote.MOCKING) { foreground = Brushes.Gray; } else if (e.Level == Emote.STOIC) { foreground = Brushes.Gray; } else if (e.Level == Emote.FANTASTIC) { foreground = Brushes.Gold; } else if (e.Level == Emote.REQUIRED) { foreground = Brushes.DarkSlateGray; } else if (e.Level == Emote.REWARD) { foreground = Brushes.Goldenrod; } var a = new Paragraph(new Run(e.Message) { Foreground = foreground }); GameMessages.Document.Blocks.Add(a); GameMessages.ScrollToEnd(); }
private void OnGameMessageRaised(object sender, GameMessagesEventArgs e) { GameMessages.Document.Blocks.Add(new Paragraph(new Run(e.Message))); GameMessages.ScrollToEnd(); }
private void _gameSession_OnMessageRaised(object sender, Engine.EventArgs.GameMessageEventArgs e) { GameMessages.Document.Blocks.Add(new Paragraph(new Run(e.Message))); GameMessages.ScrollToEnd(); }