private void RaiseActionPerformedEvent(object sender, string result) { OnActionPerformed?.Invoke(this, result); }
protected void ReportResult(string result) { OnActionPerformed?.Invoke(this, result); }
private void RaiseActionPerformedEvent(object sender, string result) //pass the weapon’s message up to the UI – which is only watching for events on the LivingEntity { OnActionPerformed?.Invoke(this, result); }
private void ReportResult(string result) { OnActionPerformed?.Invoke(this, result); }
/// <summary> /// Consumes an action. /// </summary> protected void ConsumeAction() { ActionsPerformed++; OnActionPerformed?.Invoke(this, new EventArgs()); }