/// <summary> /// Processes the ability /// </summary> /// <param name="universe"></param> /// <param name="player"></param> public void Proc(object target = null) { if (target == null) { OnProc?.Invoke(this, EventArgs.Empty); } else { OnProc?.Invoke(this, new TargetArgs(target)); } }
public UInt64 add(OnProc proc, Object data = null) { if (backThread == null) { resetThread(); } lock (locker) { ++idIndex; if (idIndex == 0) { idIndex = 1; } //queProc.Enqueue(new TaskModel(proc, data)); mapTask[idIndex] = new TaskModel(proc, data); return(idIndex); } }
public override void Register() { OnProc.Add(new AuraProcHandler(HandleProc)); }
public TaskModel(OnProc _proc, Object _data) { proc = _proc; data = _data; }