/// <summary> /// Fires when the rolling of a dice is finished /// </summary> /// <param name="e">The dice event arguments</param> protected virtual void OnRollingFinished(RollingDiceEventArgs e) { EventHandler<RollingDiceEventArgs> handler = RollingFinish; // Event will be null if there are no subscribers if (handler != null) { // Use the () operator to raise the event. handler(this, e); } }
/// <summary> /// Is called, when the dice of the enemy finished rolling /// </summary> /// <param name="sender">The rolled dice</param> /// <param name="e">The dice event arguments</param> void partnersDice_RollingFinish(object sender, RollingDiceEventArgs e) { this.PartnerDice = e.Value; CheckDiceWinner(); }
/// <summary> /// Is called, when a dice roll of the enemy is received /// </summary> /// <param name="sender">The sender</param> /// <param name="e">The dice event arguments</param> void XmppManager_IncomingDiceroll(object sender, RollingDiceEventArgs e) { // Roll the dice of the enemy with the received value if (FooterMenu.Dices[1] != null) { Deployment.Current.Dispatcher.BeginInvoke(delegate { FooterMenu.Dices[1].Roll(e.Value); } ); } else { // Store the Value for use it later this.PartnersPreDice = e.Value; } }
/// <summary> /// Is called, when the onw dice finished rolling /// Sends the result to the partner and checks, if a winner is already available /// </summary> /// <param name="sender">The rolled dice</param> /// <param name="e">The dice event arguments</param> void dice_RollingFinish(object sender, RollingDiceEventArgs e) { this.OwnDice = e.Value; Partner.Dice(e.Value); CheckDiceWinner(); }