private void NormalMode_Change(Skill skill, uint cd) { if (!SettingsHolder.CooldownWindowSettings.Enabled) { return; } if (ClassManager.ChangeSpecialSkill(skill, cd)) { return; } try { if (cd < SkillManager.LongSkillTreshold) { var existing = ShortSkills.ToSyncList().FirstOrDefault(x => x.Skill.IconName == skill.IconName); if (existing == null) { if (skill.Id % 10 != 0) { return; //TODO: check this; discards updates if new id is not base } ShortSkills.Add(new Cooldown(skill, cd)); } else { existing.Refresh(skill.Id, cd, CooldownMode.Normal); } } else { var existing = LongSkills.ToSyncList().FirstOrDefault(x => x.Skill.IconName == skill.IconName); if (existing == null) { existing = ShortSkills.ToSyncList().FirstOrDefault(x => x.Skill.IconName == skill.IconName); if (existing == null) { LongSkills.Add(new Cooldown(skill, cd)); } else { existing.Refresh(skill.Id, cd, CooldownMode.Normal); } return; } existing.Refresh(skill.Id, cd, CooldownMode.Normal); } } catch { Log.All($"Error while changing cd on {skill.Name}"); // ignored } }
private void NormalMode_Change(Skill skill, uint cd) { if (!Settings.CooldownWindowSettings.Enabled) { return; } if (ClassManager.ChangeSpecialSkill(skill, cd)) { return; } SkillCooldown sk; try { if (cd < SkillManager.LongSkillTreshold) { var existing = ShortSkills.ToSyncArray().FirstOrDefault(x => x.Skill.Name == skill.Name); if (existing == null) { sk = new SkillCooldown(skill, cd, CooldownType.Skill, Dispatcher); ShortSkills.Add(sk); return; } existing.Refresh(cd); } else { var existing = LongSkills.ToSyncArray().FirstOrDefault(x => x.Skill.Name == skill.Name); if (existing == null) { existing = ShortSkills.ToSyncArray().FirstOrDefault(x => x.Skill.Name == skill.Name); if (existing == null) { sk = new SkillCooldown(skill, cd, CooldownType.Skill, Dispatcher); LongSkills.Add(sk); } else { existing.Refresh(cd); } return; } existing.Refresh(cd); } } catch { // ignored } }
private void NormalMode_Change(Skill skill, uint cd) { if (!Settings.SettingsHolder.CooldownWindowSettings.Enabled) { return; } if (ClassManager.ChangeSpecialSkill(skill, cd)) { return; } try { if (cd < SkillManager.LongSkillTreshold) { var existing = ShortSkills.ToSyncArray().FirstOrDefault(x => x.Skill.Name == skill.Name); if (existing == null) { ShortSkills.Add(new Cooldown(skill, cd)); } else { existing.Refresh(skill.Id, cd, CooldownMode.Normal); } } else { var existing = LongSkills.ToSyncArray().FirstOrDefault(x => x.Skill.Name == skill.Name); if (existing == null) { existing = ShortSkills.ToSyncArray().FirstOrDefault(x => x.Skill.Name == skill.Name); if (existing == null) { LongSkills.Add(new Cooldown(skill, cd)); } else { existing.Refresh(skill.Id, cd, CooldownMode.Normal); } return; } existing.Refresh(skill.Id, cd, CooldownMode.Normal); } } catch { // ignored } }