private void OnSeasonChange(object sender, SeasonChangeEventArgs e) { if (e.NewSeason.SeasonDefinition.SeasonType != Season.ReadOnlyHeatWave) { return; } global::Game game = this.GameService.Game as global::Game; if (game == null) { return; } List <int> empireIndexesOfFaction = game.GetEmpireIndexesOfFaction("FactionDrakkens"); for (int i = 0; i < empireIndexesOfFaction.Count; i++) { for (int j = 0; j < this.villages.Count; j++) { if (this.villages[j].PointOfInterest != null) { this.villages[j].PointOfInterest.Interaction.RemoveInteractionLock(i, "ArmyActionReceiveDiplomacy"); } } } }
private void SeasonService_SeasonChange(object sender, SeasonChangeEventArgs e) { this.RefreshCanExecute(); }
private void OnSeasonChange(object sender, SeasonChangeEventArgs e) { this.IsMadSeason = (e.NewSeason.SeasonDefinition.SeasonType == Season.ReadOnlyHeatWave); }