예제 #1
0
 /// <summary>Raised after the player moves the in-game cursor.</summary>
 /// <param name="sender">The event sender.</param>
 /// <param name="e">The event data.</param>
 private void OnCursorMoved(object sender, CursorMovedEventArgs e)
 {
     SkillsMenuExtension.OnCursorMoved(e);
     if (Game1.activeClickableMenu is IInputHandler handler)
     {
         handler.OnCursorMoved(e);
     }
 }
예제 #2
0
        /**********
        ** Private methods
        *********/
        /// <summary>Raised after the player presses a button on the keyboard, controller, or mouse.</summary>
        /// <param name="sender">The event sender.</param>
        /// <param name="e">The event data.</param>
        private void OnButtonPressed(object sender, ButtonPressedEventArgs e)
        {
            bool isClick = e.Button == SButton.MouseLeft;

            SkillsMenuExtension.OnButtonPressed(e, isClick);
            if (Game1.activeClickableMenu is IInputHandler handler)
            {
                handler.OnButtonPressed(e, isClick);
            }
        }
예제 #3
0
 private static void PostRenderGuiEvent(object sender, EventArgs args)
 {
     SkillsMenuExtension.AddPrestigeButtonsToMenu();
 }
예제 #4
0
 /// <summary>When a menu is open (<see cref="Game1.activeClickableMenu"/> isn't null), raised after that menu is drawn to the sprite batch but before it's rendered to the screen.</summary>
 /// <param name="sender">The event sender.</param>
 /// <param name="e">The event data.</param>
 private void OnRenderedActiveMenu(object sender, RenderedActiveMenuEventArgs e)
 {
     SkillsMenuExtension.AddPrestigeButtonsToMenu();
 }
 protected override void OnMouseClick()
 {
     SkillsMenuExtension.OpenPrestigeMenu(Skill);
 }