/// <summary> /// Helper function for the EngineStateChanged event to fire /// the event given a new EngineStateChangedEventArgs /// </summary> /// <param name="e">Properties identifying the change to the engine.</param> public void OnEngineStateChanged(EngineStateChangedEventArgs e) { if (EngineStateChanged != null) { EngineStateChanged(null, e); } }
//Handle state changes from the GameEngine private void EngineStateChanged(object sender, EngineStateChangedEventArgs ev) { switch (ev.StateChange) { case EngineStateChangeType.AnimalTeleported: //this.topPanel.GameEventText = ev.ShortDescription; engineStateText += ev.LongDescription + "\r\n"; break; case EngineStateChangeType.Other: engineStateText += ev.LongDescription + "\r\n"; break; case EngineStateChangeType.DeveloperInformation: if (traceEnabled && traceWindow != null) { traceWindow.DebugWriteLine(ev.ShortDescription); } break; } }