public void GotoCity(LoadAvatarByIDResponse dbAvatar, uint?lotId) { ChangeState <CoreGameScreen, CoreGameScreenController>((view, controller) => { view.VisualBudget = dbAvatar.Cash; if (dbAvatar.Bonus != null && dbAvatar.Bonus.Count > 0) { UIScreen.ShowDialog(new UIBonusDialog(dbAvatar.Bonus), true); } if (lotId.HasValue) { controller.JoinLot(lotId.Value); } }); }
void CityConnectionRegulator_OnTransition(string state, object data) { GameThread.NextUpdate((x) => { switch (state) { case "Disconnected": break; case "SelectCity": //4 ^Starting engines^ # City is Selected... View.SetProgress(1.0f / 14.0f * 100, 4); break; case "ConnectToCitySelector": //5 ^Talking with the mothership^ # Connecting to City Selector... View.SetProgress(2.0f / 14.0f * 100, 5); break; case "CitySelected": //6 ^1^ # Processing XML response... View.SetProgress(3.0f / 14.0f * 100, 6); break; case "OpenSocket": //7 ^Sterilizing TCP/IP sockets^ # Connecting to City... View.SetProgress(4.0f / 14.0f * 100, 7); break; case "PartiallyConnected": //7 ^Sterilizing TCP/IP sockets^ # Connecting to City... View.SetProgress(5.0f / 14.0f * 100, 8); break; case "AskForAvatarData": //9 ^Reticulating spleens^ # Asking for Avatar data from DB... View.SetProgress(6.0f / 14.0f * 100, 9); break; case "ReceivedAvatarData": //10 ^Spleens Reticulated^ # Received Avatar data from DB... var dbResponse = (LoadAvatarByIDResponse)data; if (dbResponse != null) { AvatarData = dbResponse; } View.SetProgress(7.0f / 14.0f * 100, 10); break; case "AskForCharacterData": //11 ^Purging psychographic metrics^ # Asking for Character data from DB... View.SetProgress(8.0f / 14.0f * 100, 11); break; case "ReceivedCharacterData": //12 ^Metrics Purged^ # Received Character data from DB... View.SetProgress(9.0f / 14.0f * 100, 12); break; case "Connected": onConnect(); break; } }); }