Пример #1
0
 /// <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();
     }
 }
Пример #2
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 /// <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();
 }
Пример #3
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        /// <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);
                //});
            }
        }
Пример #4
0
        /// <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);
                });
            }
        }
Пример #5
0
        /// <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();
        }
Пример #6
0
        /// <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);
            }
        }
Пример #7
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        /// <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);
            }
        }
Пример #8
0
 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);
     }
 }
Пример #9
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 private void OnGameLevelChange(object sender, LevelChangedEventArgs eventArgs)
 {
     this.levelName.text = eventArgs.Level.Name;
 }
Пример #10
0
 /// <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();
        }
Пример #12
0
 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)
 {
 }