Esempio n. 1
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        void Parameters_Added(object sender, QuestListUpdatedEventArgs <string> e)
        {
            // the number of parameters in a function call cannot change. So, as QuestList doesn't
            // provide an Updated event (we simulate Updates with a Remove and an Add at the same
            // index), we assume that any Added event is really an update.

            FunctionCallParametersUpdated(this, new ScriptUpdatedEventArgs(e.Index, e.UpdatedItem));
        }
Esempio n. 2
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 void Parameters_Removed(object sender, QuestListUpdatedEventArgs <string> e)
 {
     // the only time we care about a parameter being removed is if it's the first parameter being
     // deleted. Everything else should simply be a Remove followed by an Add, and we handle the
     // Add above.
     if (e.Index == 0)
     {
         FunctionCallParametersUpdated(this, new ScriptUpdatedEventArgs(e.Index, string.Empty));
     }
 }
Esempio n. 3
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 void Parameters_Removed(object sender, QuestListUpdatedEventArgs<string> e)
 {
     // the only time we care about a parameter being removed is if it's the first parameter being
     // deleted. Everything else should simply be a Remove followed by an Add, and we handle the
     // Add above.
     if (e.Index == 0)
     {
         FunctionCallParametersUpdated(this, new ScriptUpdatedEventArgs(e.Index, string.Empty));
     }
 }
Esempio n. 4
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        void Parameters_Added(object sender, QuestListUpdatedEventArgs<string> e)
        {
            // the number of parameters in a function call cannot change. So, as QuestList doesn't
            // provide an Updated event (we simulate Updates with a Remove and an Add at the same
            // index), we assume that any Added event is really an update.

            FunctionCallParametersUpdated(this, new ScriptUpdatedEventArgs(e.Index, e.UpdatedItem));
        }