private void Start()
 {
     _point   = Instantiate(Resources.Load <GameObject>("Prefabs/Point"), new Vector3(1000, 1000), Quaternion.identity) as GameObject;
     detector = FindObjectOfType <MouseClickDetector>();
     MouseClickDetector.onMissClick += () => SetDestination(World.GetMousePosition(), true);
     World.ship = this;
 }
        /// <summary>
        /// Handles the LeftClickMouseDown event of the Control object.
        /// </summary>
        /// <param name="sender">The source of the event.</param>
        /// <param name="e">The <see cref="System.Windows.Input.MouseButtonEventArgs"/> instance containing the event data.</param>
        private static void Control_LeftClickMouseDown(object sender, MouseButtonEventArgs e)
        {
            FrameworkElement element = sender as FrameworkElement;

            //  Silverlight doesn't give us quite as much help here as WPF does.
#if SILVERLIGHT
            if (MouseClickDetector.IsDoubleClick(sender, e) || element == null /* TODO Ensure it's left button */)
            {
                return;
            }
#else
            if (e.ClickCount != 1 || e.LeftButton != MouseButtonState.Pressed || element == null)
            {
                return;
            }
#endif

            ICommand command = GetLeftClickCommand(element);
            object   param   = GetLeftClickCommandParameter(element);
            if (command != null && command.CanExecute(param))
            {
                command.Execute(param);
                e.Handled = true;
            }
        }
Example #3
0
 protected override void Update(GameTime gameTime)
 {
     if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed || Keyboard.GetState().IsKeyDown(Keys.Escape))
     {
         Exit();
     }
     MouseClickDetector.Update();
     ScenesManager.Update(gameTime.ElapsedGameTime.Milliseconds);
     base.Update(gameTime);
 }
Example #4
0
 public void ButtonClickOK()
 {
     GameAnalytics.Instance.Reset();
     MouseClickDetector.Clear();
     ScenesManager.ChangeScene <StartScene>();
 }