private void DepartmentOfScience_TechnologyUnlocked(object sender, ConstructibleElementEventArgs e) { if (base.IsVisible) { this.UpdateSalablePanelVisibility(); } }
private void KaijusTechService_KaijuTechnologyUnlocked(object sender, ConstructibleElementEventArgs e) { this.CallRefreshProvidedRegionEffects(); this.Refresh(false); this.ComputeNextTurnToSpawnUnits(false); this.ComputeNextTurnToRecoverFromStun(); }
private void OnKaijuTechnologyUnlocked(object sender, ConstructibleElementEventArgs e) { if (base.IsVisible) { this.RefreshContent(); } }
private void DepartmentOfScience_TechnologyUnlocked(object sender, ConstructibleElementEventArgs e) { if (base.IsVisible) { this.RefreshButtons(); } }
private void OnKaijuTechnologyUnlocked(object sender, ConstructibleElementEventArgs e) { if (base.IsVisible) { base.NeedRefresh = true; } }
private void DepartmentOfScience_TechnologyUnlocked(object sender, ConstructibleElementEventArgs e) { if (base.IsVisible && this.City != null && e.ConstructibleElement.Name == "TechnologyDefinitionNecrophages8") { CityInfoPanel.ShowHidePopulationSacrificeButton(this.playerControllerRepository.ActivePlayerController.Empire, this.DepartmentOfScience, this.PopulationSacrificeButton); CityInfoPanel.RefreshPopulationSacrificeButton(this.playerControllerRepository.ActivePlayerController.Empire, this.City, this.PopulationSacrificeButton); } }
private void DepartmentOfScience_TechnologyUnlocked(object sender, ConstructibleElementEventArgs e) { base.NeedRefresh = true; }
private void DepartmentOfDefense_AvailableUnitDesignChanged(object sender, ConstructibleElementEventArgs e) { base.NeedRefresh = true; }