private void Effect_Changed(object sender, EventArgs e) { var effect = sender as IPersonEffect; var args = new EffectEventArgs(effect); Changed?.Invoke(this, args); }
public void Remove(IPersonEffect effect) { Items.Remove(effect); effect.Changed -= Effect_Changed; var args = new EffectEventArgs(effect); Removed?.Invoke(this, args); }
public void Add(IPersonEffect effect) { Items.Add(effect); effect.Changed += Effect_Changed; var args = new EffectEventArgs(effect); Added?.Invoke(this, args); }
private void Effects_CollectionChanged(object sender, EffectEventArgs e) { ClearCalculatedStats(); if (EvolutionData != null) { CalcCombatStats(); } TacticalActCarrier.Acts = CalcActs(EquipmentCarrier); }
private void Effects_CollectionChanged(object sender, EffectEventArgs e) { ClearCalculatedStats(); if (EvolutionData != null) { CalcCombatStats(); } var perks = GetPerksSafe(); TacticalActCarrier.Acts = CalcActs(_defaultActScheme, EquipmentCarrier, Effects, perks); CalcSurvivalStats(); }