private void OnDestroy()
    {
        GameModeMessage message = new GameModeMessage();

        message.Mode = GameMode.None;
        Message.Send <GameModeMessage>(message);
    }
Beispiel #2
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        /// <summary>
        ///
        /// </summary>
        /// <param name="Message"></param>
        protected override void HandleGameModeMessage(GameModeMessage Message)
        {
            base.HandleGameModeMessage(Message);

            switch ((MessageTypeGameMode)Message.PI)
            {
            case MessageTypeGameMode.Player:
                HandlePlayerMessage((PlayerMessage)Message);
                break;

            case MessageTypeGameMode.Said:
                HandleSaidMessage((SaidMessage)Message);
                break;

            case MessageTypeGameMode.Offer:
                HandleOfferMessage((OfferMessage)Message);
                break;

            case MessageTypeGameMode.CounterOffer:
                HandleCounterOfferMessage((CounterOfferMessage)Message);
                break;

            case MessageTypeGameMode.Create:
                HandleCreateMessage((CreateMessage)Message);
                break;
            }
        }
        /// <summary>
        /// Internally handle some GameModeMessages
        /// </summary>
        /// <param name="Message"></param>
        protected void HandleGameModeMessage(GameModeMessage Message)
        {
            switch ((MessageTypeGameMode)Message.PI)
            {
            case MessageTypeGameMode.EchoPing:
                rtt = (DateTime.Now - lastPingSent).Milliseconds;
                break;

            case MessageTypeGameMode.Wait:
                timPing.Stop();
                connectionState = ConnectionState.Waiting;

                Logger.Log(MODULENAME, LogType.Info, "ConnectionState: Waiting");
                break;

            case MessageTypeGameMode.Unwait:
                timPing.Start();
                connectionState = ConnectionState.Playing;

                Logger.Log(MODULENAME, LogType.Info, "ConnectionState: Playing");
                break;

            case MessageTypeGameMode.Quit:
                isQuitting = false;
                break;
            }
        }
Beispiel #4
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        /// <summary>
        ///
        /// </summary>
        /// <param name="Message"></param>
        protected override void HandleGameModeMessage(GameModeMessage Message)
        {
            base.HandleGameModeMessage(Message);

            switch ((MessageTypeGameMode)Message.PI)
            {
            case MessageTypeGameMode.Message:
                HandleMessageMessage((MessageMessage)Message);
                break;
            }
        }
        /// <summary>
        /// Internally handle some GameModeMessages
        /// </summary>
        /// <param name="Message"></param>
        protected void HandleGameModeMessage(GameModeMessage Message)
        {
            switch ((MessageTypeGameMode)Message.PI)
            {
            case MessageTypeGameMode.EchoPing:
                rtt = (int)(DateTime.Now - lastPingSent).TotalMilliseconds;
#if !VANILLA && !OPENMERIDIAN
                // use this as trigger to see if UDP pings timed out
                double msSinceUdpEcho = (DateTime.Now - lastEchoUdpRecv).TotalMilliseconds;
                if (useUdp && msSinceUdpEcho > UDPTIMEOUT)
                {
                    useUdp = false;
                    Logger.Log(MODULENAME, LogType.Warning, "No UDP Ping echos received, disabling UDP transmission.");
                }
#endif
                break;

            case MessageTypeGameMode.Wait:
                timPing.Stop();
                connectionState = ConnectionState.Waiting;

                Logger.Log(MODULENAME, LogType.Info, "ConnectionState: Waiting");
                break;

            case MessageTypeGameMode.Unwait:
                lastEchoUdpRecv = DateTime.Now;
                timPing.Start();
                connectionState = ConnectionState.Playing;

                Logger.Log(MODULENAME, LogType.Info, "ConnectionState: Playing");
                break;

            case MessageTypeGameMode.Quit:
                isQuitting = false;
                break;

#if !VANILLA && !OPENMERIDIAN
            case MessageTypeGameMode.EchoUdpPing:
                if (!useUdp)
                {
                    Logger.Log(MODULENAME, LogType.Info, "Enabling UDP again after failed state.");
                }
                useUdp          = true;
                lastEchoUdpRecv = DateTime.Now;
                break;
#endif
            }
        }
    private void OnButtonClicked(MeshButton clickedButton)
    {
        GameMode newMode;

        if (clickedButton.IsSelected)
        {
            newMode = GameMode.None;
            clickedButton.SetSelected(false);
        }
        else
        {
            switch (clickedButton.ButtonName)
            {
            case "target":
                newMode = GameMode.Target;
                break;

            case "destroy":
                newMode = GameMode.Delete;
                break;

            default:
                newMode = GameMode.Spawn;
                break;
            }

            foreach (MeshButton button in buttons)
            {
                button.SetSelected(button == clickedButton);
            }
        }

        GameModeMessage message = new GameModeMessage();

        message.Mode = newMode;
        Message.Send <GameModeMessage>(message);
    }
Beispiel #7
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 /// <summary>
 /// Will be executed for any new GameMode message from the server
 /// </summary>
 /// <param name="Message"></param>
 protected abstract void HandleGameModeMessage(GameModeMessage Message);
Beispiel #8
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 /// <summary>
 ///
 /// </summary>
 /// <param name="Message"></param>
 protected override void HandleGameModeMessage(GameModeMessage Message)
 {
     base.HandleGameModeMessage(Message);
 }
Beispiel #9
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 private void OnGameModeChange(GameModeMessage m)
 {
     enabled = m.Mode == GetGameMode();
 }
Beispiel #10
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 private void OnGameModeChange(GameModeMessage m)
 {
     enabled = m.Mode == GameMode.Spawn;
 }
Beispiel #11
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        /// <summary>
        /// Will be executed for any new GameMode message from the server
        /// </summary>
        /// <param name="Message"></param>
        protected virtual void HandleGameModeMessage(GameModeMessage Message)
        {
            switch ((MessageTypeGameMode)Message.PI)
            {
            case MessageTypeGameMode.Player:                                    // 130
                HandlePlayerMessage((PlayerMessage)Message);
                break;

            case MessageTypeGameMode.Stat:                                      // 131
                HandleStatMessage((StatMessage)Message);
                break;

            case MessageTypeGameMode.StatGroup:                                 // 132
                HandleStatGroupMessage((StatGroupMessage)Message);
                break;

            case MessageTypeGameMode.RoomContents:                              // 134
                HandleRoomContentsMessage((RoomContentsMessage)Message);
                break;

            case MessageTypeGameMode.ObjectContents:                            // 135
                HandleObjectContentsMessage((ObjectContentsMessage)Message);
                break;

            case MessageTypeGameMode.CharInfo:                                  // 140
                HandleCharInfoMessage((CharInfoMessage)Message);
                break;

            case MessageTypeGameMode.Spells:                                    // 141
                HandleSpellsMessage((SpellsMessage)Message);
                break;

            case MessageTypeGameMode.SpellAdd:                                  // 142
                HandleSpellAddMessage((SpellAddMessage)Message);
                break;

            case MessageTypeGameMode.AddEnchantment:                            // 147
                HandleAddEnchantmentMessage((AddEnchantmentMessage)Message);
                break;

            case MessageTypeGameMode.Background:                                // 150
                HandleBackgroundMessage((BackgroundMessage)Message);
                break;

            case MessageTypeGameMode.PlayerOverlay:                             // 151
                HandlePlayerOverlay((PlayerOverlayMessage)Message);
                break;

            case MessageTypeGameMode.UserCommand:                               // 155
                HandleUserCommandMessage((UserCommandMessage)Message);
                break;

            case MessageTypeGameMode.PlayWave:                                  // 170
                HandlePlayWaveMessage((PlayWaveMessage)Message);
                break;

            case MessageTypeGameMode.PlayMusic:                                 // 171
                HandlePlayMusicMessage((PlayMusicMessage)Message);
                break;

            case MessageTypeGameMode.PlayMidi:                                  // 172
                HandlePlayMidiMessage((PlayMidiMessage)Message);
                break;

#if !VANILLA
            case MessageTypeGameMode.StopWave:                                  // 173
                HandleStopWave((StopWaveMessage)Message);
                break;
#endif
            case MessageTypeGameMode.LookNewsGroup:                             // 180
                HandleLookNewsGroupMessage((LookNewsGroupMessage)Message);
                break;

            case MessageTypeGameMode.LookSpell:                                 // 191
                HandleLookSpellMessage((LookSpellMessage)Message);
                break;

            case MessageTypeGameMode.LookSkill:                                 // 192
                HandleLookSkillMessage((LookSkillMessage)Message);
                break;

            case MessageTypeGameMode.QuestUIList:                               // 199
                HandleQuestUIListMessage((QuestUIListMessage)Message);
                break;

            case MessageTypeGameMode.Shoot:                                     // 202
                HandleShootMessage((ShootMessage)Message);
                break;

            case MessageTypeGameMode.Look:                                      // 207
                HandleLookMessage((LookMessage)Message);
                break;

            case MessageTypeGameMode.Inventory:                                 // 208
                HandleInventoryMessage((InventoryMessage)Message);
                break;

            case MessageTypeGameMode.InventoryAdd:                              // 209
                HandleInventoryAddMessage((InventoryAddMessage)Message);
                break;

            case MessageTypeGameMode.Offer:                                     // 211
                HandleOfferMessage((OfferMessage)Message);
                break;

            case MessageTypeGameMode.Offered:                                   // 213
                HandleOfferedMessage((OfferedMessage)Message);
                break;

            case MessageTypeGameMode.CounterOffer:                              // 214
                HandleCounterOfferMessage((CounterOfferMessage)Message);
                break;

            case MessageTypeGameMode.CounterOffered:                            // 215
                HandleCounterOfferedMessage((CounterOfferedMessage)Message);
                break;

            case MessageTypeGameMode.BuyList:                                   // 216
                HandleBuyListMessage((BuyListMessage)Message);
                break;

            case MessageTypeGameMode.Create:                                    // 217
                HandleCreateMessage((CreateMessage)Message);
                break;

            case MessageTypeGameMode.Change:                                    // 219
                HandleChangeMessage((ChangeMessage)Message);
                break;

            case MessageTypeGameMode.ChangeTexture:                             // 227
                HandleChangeTextureMessage((ChangeTextureMessage)Message);
                break;
            }
        }
Beispiel #12
0
 private void OnGameModeChange(GameModeMessage m)
 {
     leftDragEnabled = m.Mode == GameMode.None;
 }