/// <summary>Raised after a player skill level changes. This happens as soon as they level up, not when the game notifies the player after their character goes to bed.</summary> /// <param name="sender">The event sender.</param> /// <param name="e">The event arguments.</param> private void onLevelChanged(object sender, LevelChangedEventArgs e) { if (e.IsLocalPlayer) { updateMaxUses(); } }
/// <summary> /// Inherited from IMapObserver through MapObserverControl0. /// </summary> /// <param name="args"></param> public override void OnLevelChangedObserver(LevelChangedEventArgs args) { if (_location != null) { _tile = MapBase[_location.Row, _location.Col] as XCMapTile; _location.Lev = args.Level; } Refresh(); }
/// <summary>Raised after a player skill level changes. This happens as soon as they level up, not when the game notifies the player after their character goes to bed.</summary> /// <param name="sender">The event sender.</param> /// <param name="e">The event arguments.</param> private void OnLevelChanged(object sender, LevelChangedEventArgs e) { if (_showLevelUpAnimation && e.IsLocalPlayer) { switch (e.Skill) { case SkillType.Combat: _levelUpIconRectangle.Value = _combatIconRectangle; break; case SkillType.Farming: _levelUpIconRectangle.Value = _farmingIconRectangle; break; case SkillType.Fishing: _levelUpIconRectangle.Value = _fishingIconRectangle; break; case SkillType.Foraging: _levelUpIconRectangle.Value = _foragingIconRectangle; break; case SkillType.Mining: _levelUpIconRectangle.Value = _miningIconRectangle; break; } _shouldDrawLevelUp.Value = true; ShowExperienceBar(); var previousAmbientVolume = Game1.options.ambientVolumeLevel; var previousMusicVolume = Game1.options.musicVolumeLevel; //if (_soundEffect != null) // _soundEffect.Volume = previousMusicVolume <= 0.01f ? 0 : Math.Min(1, previousMusicVolume + 0.3f); //Task.Factory.StartNew(() => //{ // Thread.Sleep(100); // Game1.musicCategory.SetVolume((float)Math.Max(0, Game1.options.musicVolumeLevel - 0.3)); // Game1.ambientCategory.SetVolume((float)Math.Max(0, Game1.options.ambientVolumeLevel - 0.3)); // if (_soundEffect != null) // _soundEffect.Play(); //}); Task.Factory.StartNew(() => { Thread.Sleep(100); _player.Play(); }); _hideLevelUpTicks.Value = (int)(_levelUpPauseTime.TotalSeconds * 60f); //Task.Factory.StartNew(() => //{ // Thread.Sleep(_levelUpPauseTime); // _shouldDrawLevelUp.Value = false; // //Game1.musicCategory.SetVolume(previousMusicVolume); // //Game1.ambientCategory.SetVolume(previousAmbientVolume); //}); } }
/// <summary>Raised after a player skill level changes. This happens as soon as they level up, not when the game notifies the player after their character goes to bed.</summary> /// <param name="sender">The event sender.</param> /// <param name="e">The event arguments.</param> private void OnLevelChanged(object sender, LevelChangedEventArgs e) { if (_showLevelUpAnimation && e.IsLocalPlayer) { switch (e.Skill) { case SkillType.Combat: _levelUpIconRectangle.X = 120; break; case SkillType.Farming: _levelUpIconRectangle.X = 10; break; case SkillType.Fishing: _levelUpIconRectangle.X = 20; break; case SkillType.Foraging: _levelUpIconRectangle.X = 60; break; case SkillType.Mining: _levelUpIconRectangle.X = 30; break; } _shouldDrawLevelUp = true; ShowExperienceBar(); float previousAmbientVolume = Game1.options.ambientVolumeLevel; float previousMusicVolume = Game1.options.musicVolumeLevel; //if (_soundEffect != null) // _soundEffect.Volume = previousMusicVolume <= 0.01f ? 0 : Math.Min(1, previousMusicVolume + 0.3f); //Task.Factory.StartNew(() => //{ // Thread.Sleep(100); // Game1.musicCategory.SetVolume((float)Math.Max(0, Game1.options.musicVolumeLevel - 0.3)); // Game1.ambientCategory.SetVolume((float)Math.Max(0, Game1.options.ambientVolumeLevel - 0.3)); // if (_soundEffect != null) // _soundEffect.Play(); //}); Task.Factory.StartNew(() => { Thread.Sleep(100); Type.GetType("System.Media.SoundPlayer")?.GetMethod("Play").Invoke(this._player, new object[] { }); }); Task.Factory.StartNew(() => { Thread.Sleep(_levelUpPauseTime); _shouldDrawLevelUp = false; //Game1.musicCategory.SetVolume(previousMusicVolume); //Game1.ambientCategory.SetVolume(previousAmbientVolume); }); } }
/// <summary> /// Fires when the map level changes in MainView. /// </summary> /// <param name="args"></param> internal void OnLevelChangedMain(LevelChangedEventArgs args) { //LogFile.WriteLine(""); //LogFile.WriteLine("MainViewOverlay.OnLevelChangedMain"); _suppressTargeter = true; _lev = args.Level; //LogFile.WriteLine(". " + _col + "," + _row + "," + _lev); XCMainWindow.Instance.StatusBarPrintPosition( _col, _row, MapBase.MapSize.Levs - _lev); Refresh(); }
/// <summary>Raised after a player's skill level changes.</summary> /// <param name="sender">The event sender.</param> /// <param name="e">The event arguments.</param> public override void OnLevelChanged(object sender, LevelChangedEventArgs e) { if (!e.IsLocalPlayer || e.NewLevel != 0) { return; } // ensure immediate perks get removed on skill reset var first = (int)e.Skill * 6; var last = first + 5; for (var profession = first; profession <= last; ++profession) { LevelUpMenu.removeImmediateProfessionPerk(profession); } }
/// <summary>Raised after a player skill level changes. This happens as soon as they level up, not when the game notifies the player after their character goes to bed.</summary> /// <param name="sender">The event sender.</param> /// <param name="e">The event arguments.</param> private void OnLevelChanged(object sender, LevelChangedEventArgs e) { if (_showLevelUpAnimation && e.IsLocalPlayer) { switch (e.Skill) { case SkillType.Combat: _levelUpIconRectangle.Value = _combatIconRectangle; break; case SkillType.Farming: _levelUpIconRectangle.Value = _farmingIconRectangle; break; case SkillType.Fishing: _levelUpIconRectangle.Value = _fishingIconRectangle; break; case SkillType.Foraging: _levelUpIconRectangle.Value = _foragingIconRectangle; break; case SkillType.Mining: _levelUpIconRectangle.Value = _miningIconRectangle; break; } _shouldDrawLevelUp.Value = true; ShowExperienceBar(); if (_soundEffect != null) { _soundEffect.Volume = Game1.options.soundVolumeLevel; } Task.Factory.StartNew(() => { Thread.Sleep(100); if (_soundEffect != null) { _soundEffect.Play(); } }); _hideLevelUpTicks.Value = (int)(_levelUpPauseTime.TotalSeconds * 60f); } }
void AudioDeviceLevelChanged(object sender, LevelChangedEventArgs eventArgs) { if (Math.Abs(eventArgs.MaxSamples.Max() - 0) < float.Epsilon) return; Levels = eventArgs.MaxSamples; if (Levels.Max() * 100 > Micobject.detector.sensitivity) { SoundDetected = true; InactiveRecord = 0; FlashCounter = 10; MicrophoneAlarm(sender,EventArgs.Empty); } }
private void OnGameLevelChange(object sender, LevelChangedEventArgs eventArgs) { this.levelName.text = eventArgs.Level.Name; }
/// <summary>Raised after a player's skill level changes.</summary> /// <param name="sender">The event sender.</param> /// <param name="e">The event arguments.</param> public abstract void OnLevelChanged(object sender, LevelChangedEventArgs e);
/// <summary> /// Satisfies IMapObserver. Used by QuadrantPanel and does not exist in /// TopViewPanelParent. /// </summary> /// <param name="args"></param> public virtual void OnLevelChangedObserver(LevelChangedEventArgs args) { // Refresh(); }
public void OnLevelChanged(object sender, LevelChangedEventArgs e) { LevelChanged(this, e); }
/// <summary>Raised after a player skill level changes. This happens as soon as they level up, not when the game notifies the player after their character goes to bed. NOTE: this event is currently only raised for the current player.</summary> /// <param name="sender">The event sender.</param> /// <param name="e">The event arguments.</param> protected virtual void OnLevelChanged(object sender, LevelChangedEventArgs e) { }