/// <summary> /// Menu closed event listener. Saves the last geode menu state. /// </summary> /// <param name="sender">Event sender</param> /// <param name="e">Event arguments</param> private void MenuClosed(object sender, EventArgsClickableMenuClosed e) { SaveMenuState(e.PriorMenu); this.GeodeBreakingMenu = null; }
/// <summary>The method invoked when a menu is closed.</summary> /// <param name="sender">The event sender.</param> /// <param name="e">The event arguments.</param> private void MenuEvents_MenuClosed(object sender, EventArgsClickableMenuClosed e) { this.MenuEvents_MenuChanged(sender, new EventArgsClickableMenuChanged(e.PriorMenu, null)); }
/// <summary> /// Used to check when a menu is closed. /// </summary> /// <param name="sender"></param> /// <param name="e"></param> private void MenuEvents_MenuClosed(object sender, EventArgsClickableMenuClosed e) { this.isDailyQuestBoard = false; }
private void MenuEvents_MenuClosed(object sender, EventArgsClickableMenuClosed e) { displayAlpha = 0; GraphicsEvents.OnPostRenderGuiEvent -= GraphicsEvents_OnPostRenderGuiEvent; }
private void MenuClosed(object sender, EventArgsClickableMenuClosed e) { this.HandleMenuClosed(e.PriorMenu); }
/* GameEvents_OnUpdateTick * Triggers every time the menu changes. * Detects the treasure menu, allowing custom fish to be generated even if treasure is caught too. */ private void MenuEvents_MenuClosed(object sender, EventArgsClickableMenuClosed e) { }
private void MenuEventsOnMenuClosed(object sender, EventArgsClickableMenuClosed eventArgsClickableMenuClosed) { GameEvents.UpdateTick -= OnMenuUpdateTick; }
private void MenuEvents_MenuClosed(object sender, EventArgsClickableMenuClosed e) { ImageHelper.displayAlpha = 0; PortraitureDialogueBoxNew.animationFinished = false; }
internal static void MenuEvents_MenuClosed(object s, EventArgsClickableMenuClosed e) { AfterSaving(null, EventArgs.Empty); MenuEvents.MenuClosed -= MenuEvents_MenuClosed; }