Пример #1
0
        /// <summary>
        /// When the queue changed, we refresh the content.
        /// </summary>
        /// <param name="sender"></param>
        /// <param name="e"></param>
        private void EveMonClient_QueuedSkillsCompleted(object sender, QueuedSkillsEventArgs e)
        {
            if (e.Character != Character)
            {
                return;
            }

            UpdateContent();
        }
Пример #2
0
 /// <summary>
 /// When skills are completed, we display a special message
 /// </summary>
 /// <param name="sender"></param>
 /// <param name="e"></param>
 private static void EveClient_QueuedSkillsCompleted(object sender, QueuedSkillsEventArgs e)
 {
     if (s_running)
     {
         if (e.CompletedSkills.Count == 1)
         {
             s_lcd.SkillCompleted(e.Character);
         }
         else
         {
             s_lcd.SkillCompleted(e.Character, e.CompletedSkills.Count);
         }
     }
 }
Пример #3
0
        /// <summary>
        /// On skill completion.
        /// </summary>
        /// <param name="sender"></param>
        /// <param name="e"></param>
        private void EveMonClient_QueuedSkillsCompleted(object sender, QueuedSkillsEventArgs e)
        {
            if (e.Character != Character)
            {
                return;
            }

            // Character still training ? Jump to next skill
            if (Character.IsTraining)
            {
                UpdateContent();
            }
            else
            {
                lblRemainingTime.Text = @"Completed";
                m_hasCompletionTime   = false;
                UpdateVisibilities();
            }
        }
Пример #4
0
 /// <summary>
 /// Occur when characters completed skills. We refresh the controls.
 /// </summary>
 /// <param name="sender"></param>
 /// <param name="e"></param>
 private void EveMonClient_QueuedSkillsCompleted(object sender, QueuedSkillsEventArgs e)
 {
     UpdateContent();
 }
Пример #5
0
 /// <summary>
 /// When the queue changed, we refresh the content
 /// </summary>
 /// <param name="sender"></param>
 /// <param name="e"></param>
 private void EveClient_QueuedSkillsCompleted(object sender, QueuedSkillsEventArgs e)
 {
     UpdateContent();
 }
Пример #6
0
 /// <summary>
 /// When skills are completed, we display a special message.
 /// </summary>
 /// <param name="sender"></param>
 /// <param name="e"></param>
 private static void EveMonClient_QueuedSkillsCompleted(object sender, QueuedSkillsEventArgs e)
 {
     s_lcd.SkillCompleted(e.Character, e.CompletedSkills.Count);
 }
Пример #7
0
 /// <summary>
 /// Occurs when skills have been completed.
 /// </summary>
 /// <param name="sender"></param>
 /// <param name="e"></param>
 private static void EveMonClient_QueuedSkillsCompleted(object sender, QueuedSkillsEventArgs e)
 {
     // Play a sound
     TryPlaySkillCompletionSound();
 }
Пример #8
0
 /// <summary>
 /// When skills are completed, we display a special message.
 /// </summary>
 /// <param name="sender"></param>
 /// <param name="e"></param>
 private static void EveMonClient_QueuedSkillsCompleted(object sender, QueuedSkillsEventArgs e)
 {
     s_lcd.SkillCompleted(e.Character, e.CompletedSkills.Count);
 }
        /// <summary>
        /// When the queue changed, we refresh the content.
        /// </summary>
        /// <param name="sender"></param>
        /// <param name="e"></param>
        private void EveMonClient_QueuedSkillsCompleted(object sender, QueuedSkillsEventArgs e)
        {
            if (e.Character != Character)
                return;

            UpdateContent();
        }
Пример #10
0
        /// <summary>
        /// On skill completion.
        /// </summary>
        /// <param name="sender"></param>
        /// <param name="e"></param>
        private void EveMonClient_QueuedSkillsCompleted(object sender, QueuedSkillsEventArgs e)
        {
            if (e.Character != Character)
                return;

            // Character still training ? Jump to next skill
            if (Character.IsTraining)
                UpdateContent();
            else
            {
                lblRemainingTime.Text = @"Completed";
                m_hasCompletionTime = false;
                UpdateVisibilities();
            }
        }