/// <summary> /// When a background is loaded in the gameplay screen (because multi-threading....), /// we'll want to fade it in to the user's set dim. /// </summary> /// <param name="sender"></param> /// <param name="e"></param> private void OnBackgroundLoaded(object sender, BackgroundLoadedEventArgs e) { if (e.Map != MapManager.Selected.Value) { return; } FadeBackgroundToDim(); }
/// <summary> /// Called when the background of the current map has been loaded /// </summary> /// <param name="sender"></param> /// <param name="e"></param> private void OnBackgroundLoaded(object sender, BackgroundLoadedEventArgs e) { if (e.Map != MapManager.Selected.Value && MapManager.GetBackgroundPath(e.Map) != MapManager.GetBackgroundPath(MapManager.Selected.Value)) { return; } View?.Banner.LoadBanner(e.Texture); }
/// <summary> /// </summary> /// <param name="sender"></param> /// <param name="e"></param> private void OnBackgroundLoaded(object sender, BackgroundLoadedEventArgs e) { Background.Image = e.Texture; Background.FadeTo(1, Easing.Linear, 400); }
/// <summary> /// Called when the background of the map has been loaded /// </summary> /// <param name="sender"></param> /// <param name="e"></param> private void OnBackgroundLoaded(object sender, BackgroundLoadedEventArgs e) => UpdateThumbnailImage();
/// <summary> /// Called when the map's background is loaded, so we can fade it in. /// </summary> /// <param name="sender"></param> /// <param name="e"></param> private void OnBackgroundLoaded(object sender, BackgroundLoadedEventArgs e) { Background.Image = e.Texture; FadeBackgroundIn(); }