public virtual void RaiseCurrentPlayerUpdated(CurrentPlayer currentPlayer) { var raised = new CurrentPlayerEvent(this, currentPlayer); EventHandler <CurrentPlayerEvent> handler = this.CurrentPlayerUpdated; handler?.Invoke(this, raised); }
private void HandleCurrentPlayer(CurrentPlayerEvent currentPlayerEvent) { GameObject combatent = null; RawImage frame = null; if (selectedObject != null && icons.TryGetValue(selectedName, out frame)) { frame.texture = nonHiliteTexture; GameObject ring = selectedObject.transform.Find("Ring(Clone)").gameObject; Destroy(ring); } Debug.Log(string.Format("Current Player is {0}", currentPlayerEvent.Name)); if (combatants.TryGetValue(currentPlayerEvent.Name, out combatant)) { Debug.Log(string.Format("Setting selected Object")); this.selectedObject = combatant; this.selectedName = currentPlayerEvent.Name; Instantiate(ring, combatant.transform); SetFollowCamera(combatant); } if (icons.TryGetValue(currentPlayerEvent.Name, out frame)) { Debug.Log(string.Format("Hiliting Frame")); frame.texture = hiliteTexture; } }
private static void OnCurrentPlayerUpdated(object sender, CurrentPlayerEvent currentPlayerEvent) { // delegate event from player info from ram, not required to subsribe // this is for YOU and includes all your stats and your agro list with hate values as % // this updates 10x a second and only sends data when the newly read data is differen than what was previously sent if (sender == null) { return; } CurrentPlayer currentPlayer = currentPlayerEvent.CurrentPlayer; XIVInfoViewModel.Instance.AgroEntries = new ObservableCollection <EnmityItem>(currentPlayer.EnmityItems ?? new List <EnmityItem>()); }
private void OnCurrentPlayerUpdated(CurrentPlayerEvent e) { _currentCharacter.CharacterName = e.CurrentPlayer.Name; }