/// <summary> /// When the queue changed, we refresh the content /// </summary> /// <param name="sender"></param> /// <param name="e"></param> private void EveClient_QueuedSkillsCompleted(object sender, QueuedSkillsEventArgs e) { UpdateContent(); }
/// <summary> /// Occurs when skills have been completed. /// </summary> /// <param name="sender"></param> /// <param name="e"></param> void EveClient_QueuedSkillsCompleted(object sender, QueuedSkillsEventArgs e) { // Play a sound TryPlaySkillCompletionSound(); }
/// <summary> /// When skills are completed, we display a special message /// </summary> /// <param name="sender"></param> /// <param name="e"></param> private static void EveClient_QueuedSkillsCompleted(object sender, QueuedSkillsEventArgs e) { if (s_running) { if (e.CompletedSkills.Count == 1) { s_lcd.SkillCompleted(e.Character); } else { s_lcd.SkillCompleted(e.Character, e.CompletedSkills.Count); } } }
/// <summary> /// On skill completion. /// </summary> /// <param name="sender"></param> /// <param name="e"></param> void EveClient_QueuedSkillsCompleted(object sender, QueuedSkillsEventArgs e) { if (e.Character != m_character) return; // Character still training ? Jump to next skill if (m_character.IsTraining) { UpdateContent(); } else { lblRemainingTime.Text = "Completed"; m_hasCompletionTime = false; UpdateVisibilities(); } }