void Parameters_Added(object sender, QuestListUpdatedEventArgs <string> e) { // the number of parameters in a function call cannot change. So, as QuestList doesn't // provide an Updated event (we simulate Updates with a Remove and an Add at the same // index), we assume that any Added event is really an update. FunctionCallParametersUpdated(this, new ScriptUpdatedEventArgs(e.Index, e.UpdatedItem)); }
void Parameters_Removed(object sender, QuestListUpdatedEventArgs <string> e) { // the only time we care about a parameter being removed is if it's the first parameter being // deleted. Everything else should simply be a Remove followed by an Add, and we handle the // Add above. if (e.Index == 0) { FunctionCallParametersUpdated(this, new ScriptUpdatedEventArgs(e.Index, string.Empty)); } }
void Parameters_Removed(object sender, QuestListUpdatedEventArgs<string> e) { // the only time we care about a parameter being removed is if it's the first parameter being // deleted. Everything else should simply be a Remove followed by an Add, and we handle the // Add above. if (e.Index == 0) { FunctionCallParametersUpdated(this, new ScriptUpdatedEventArgs(e.Index, string.Empty)); } }
void Parameters_Added(object sender, QuestListUpdatedEventArgs<string> e) { // the number of parameters in a function call cannot change. So, as QuestList doesn't // provide an Updated event (we simulate Updates with a Remove and an Add at the same // index), we assume that any Added event is really an update. FunctionCallParametersUpdated(this, new ScriptUpdatedEventArgs(e.Index, e.UpdatedItem)); }