public virtual void OnRingStatusChange(RingStatus status) { if (RingStatusChanged == null) { return; } RingEventArgs arg = new RingEventArgs(status); RingStatusChanged(this, arg); }
public Bubble(Canvas Parent, Point Center, int Radius, Brush Color, char c, RingStatus r, int FontSize) { this.Parent = Parent; this.Center = Center; this.Radius = Radius; this.Color = Color; this.r = r; this.FontSize = FontSize; Point TopLeft = new Point(Center.X - Radius, Center.Y - Radius); Label = new System.Windows.Controls.Label(); Label.Visibility = Visibility.Visible; Canvas.SetLeft(Label, TopLeft.X); Canvas.SetTop(Label, TopLeft.Y); Label.HorizontalContentAlignment = System.Windows.HorizontalAlignment.Center; Label.VerticalContentAlignment = System.Windows.VerticalAlignment.Center; Label.Width = 2 * Radius; Label.Height = 2 * Radius; Label.FontSize = FontSize; Parent.Children.Add(Label); setText(c); Ellipse = new Ellipse(); Ellipse.Visibility = Visibility.Visible; Ellipse.Fill = Color; Ellipse.Opacity = 0.5; Canvas.SetLeft(Ellipse, TopLeft.X); Canvas.SetTop(Ellipse, TopLeft.Y); Ellipse.Width = 2 * Radius; Ellipse.Height = 2 * Radius; Ellipse.Stroke = Brushes.Black; Parent.Children.Add(Ellipse); }
public RingEventArgs(RingStatus value) { this._value = value; }
public RingEventArgs() { _value = RingStatus.Stop; }
/// <summary> /// 创建状态 /// </summary> /// <param name="Core">雷达拥有者的核心信息</param> /// <param name="f">雷达拥有视野</param> public static StatusM Create(int SceneID, int ResalseSceneID, int SkillID, SkillStatusInfo Info) { if (Info == null) { return(null); } StatusType s = (StatusType)Info.m_type; StatusM status = null; switch (s) { case StatusType.AddAttr: status = new AddAttrStatus(); break; case StatusType.Vertigo: status = new VertigoStatus(); break; case StatusType.Silence: status = new SilenceStatus(); break; case StatusType.Vampire: status = new VampireStatus(); break; case StatusType.Rebound: status = new ReboundStatus(); break; case StatusType.Invisible: status = new InvisibleStatus(); break; case StatusType.Invincible: status = new InvincibleStatus(); break; case StatusType.Transfiguration: status = new TransfigurationStatus(); break; case StatusType.Summon: status = new SummonStatus(); break; case StatusType.ClickFly: status = new ClickFlyStatus(); break; case StatusType.AbsorbDamage: status = new AbsorbDamageStatus(); break; case StatusType.Virtual: status = new VirtualStatus(); break; case StatusType.Shield: status = new ShieldStatus(); break; case StatusType.Sputtering: status = new SputteringStatus(); break; case StatusType.Damnation: status = new DamnationStatus(); break; case StatusType.ImmunePhysical: status = new ImmunePhysicalStatus(); break; case StatusType.ImmunityMagic: status = new ImmunityMagicStatus(); break; case StatusType.IceBuild: status = new IceBuildStatus(); break; case StatusType.Ring: status = new RingStatus(); break; case StatusType.Taunt: status = new TauntStatus(); break; case StatusType.StaticElec: status = new StaticElecStatus(); break; case StatusType.Still: status = new StillStatus(); break; case StatusType.Squash: status = new SquashStatus(); break; case StatusType.Sauna: status = new SaunaStatus(); break; case StatusType.KTV: status = new KTVStatus(); break; case StatusType.ImmuneState: status = new ImmuneState(); break; case StatusType.NoSquash: status = new NoSquashStatus(); break; case StatusType.paralysis: status = new ParalysisStatus(); break; case StatusType.PhyAnitInterrupt: status = new PhyAnitInterruptStatus(); break; case StatusType.MagAnitInterrupt: status = new MagAnitInterruptStatus(); break; case StatusType.Cleanse: status = new CleanseStatus(); break; case StatusType.Charm: status = new CharmStatus(); break; case StatusType.BuildDestory: status = new BuildDestoryStatus(); break; case StatusType.Mark: status = new MarkStatus(); break; case StatusType.RunAway: status = new RunAwayStaus(); break; case StatusType.FakeTaunt: status = new FakeTauntStatus(); break; case StatusType.Die: status = new DieStatus(); break; case StatusType.Turn: status = new TurnStatus(); break; case StatusType.WetBody: status = new WetBodyStatus(); break; case StatusType.Berserker: status = new BerserkerStatus(); break; case StatusType.Paralyze: status = new ParalyzeStatus(); break; case StatusType.DieMark: status = new DieMarkStatus(); break; case StatusType.Sleep: status = new SleepStatus(); break; case StatusType.TearOfMermaid: status = new TearOfMermaidStatus(); break; case StatusType.Trapped: status = new TrapedStatus(); break; case StatusType.KickedBack: status = new KickedBackStatus(); break; case StatusType.WhipCorpse: status = new WhipCorpseStatus(); break; case StatusType.FireShield: status = new FireShieldStatus(); break; default: break; } return(status); }
public virtual void OnRingStatusChange(RingStatus status) { if (RingStatusChanged == null) return; RingEventArgs arg = new RingEventArgs(status); RingStatusChanged(this, arg); }