private void HandleEvents() { MumbleEventImpl.CheckAndHandleEvent(ref _prevName, this.Name, OnNameChanged); MumbleEventImpl.CheckAndHandleEvent(ref _prevSpecialization, this.Specialization, OnSpecializationChanged); MumbleEventImpl.CheckAndHandleEvent(ref _prevIsCommander, this.IsCommander, OnIsCommanderChanged); MumbleEventImpl.CheckAndHandleEvent(ref _prevIsInCombat, this.IsInCombat, OnIsInCombatChanged); MumbleEventImpl.CheckAndHandleEvent(ref _prevCurrentMount, this.CurrentMount, OnCurrentMountChanged); }
private void HandleEvents() { MumbleEventImpl.CheckAndHandleEvent(ref _prevCompassSize, this.CompassSize, OnCompassSizeChanged); MumbleEventImpl.CheckAndHandleEvent(ref _prevIsCompassRotationEnabled, this.IsCompassRotationEnabled, OnIsCompassRotationEnabledChanged); MumbleEventImpl.CheckAndHandleEvent(ref _prevIsCompassTopRight, this.IsCompassTopRight, OnIsCompassTopRightChanged); MumbleEventImpl.CheckAndHandleEvent(ref _prevIsTextInputFocused, this.IsTextInputFocused, OnIsTextInputFocusedChanged); MumbleEventImpl.CheckAndHandleEvent(ref _prevIsMapOpen, this.IsMapOpen, OnIsMapOpenChanged); MumbleEventImpl.CheckAndHandleEvent(ref _prevUiSize, this.UISize, OnUISizeChanged); }
private void HandleEvents() { MumbleEventImpl.CheckAndHandleEvent(ref _prevId, this.Id, OnMapChanged); }
private void HandleEvents() { MumbleEventImpl.CheckAndHandleEvent(ref _prevBuildId, this.BuildId, OnBuildIdChanged); MumbleEventImpl.CheckAndHandleEvent(ref _prevIsGameFocused, this.IsGameFocused, OnIsGameFocusedChanged); MumbleEventImpl.CheckAndHandleEvent(ref _prevProcessId, this.ProcessId, OnProcessIdChanged); }