private void RunLevelChanged(object obj, RunLevelChangedEventArgs args) { if (args.NewLevel == ClientRunLevel.Lobby) { StateManager.RequestStateChange <Lobby>(); } }
private void RunLevelChanged(object obj, RunLevelChangedEventArgs args) { if (args.NewLevel == ClientRunLevel.InGame) { stateManager.RequestStateChange <GameScreen>(); } }
private void HandleRunLevelChanged(object sender, RunLevelChangedEventArgs args) { switch (args.NewLevel) { case ServerRunLevel.PreGame: IoCManager.Resolve <IPlayerManager>().FallbackSpawnPoint = new LocalCoordinates(0, 0, GridId.DefaultGrid, new MapId(1)); var timing = IoCManager.Resolve <IGameTiming>(); var mapLoader = IoCManager.Resolve <IMapLoader>(); var mapMan = IoCManager.Resolve <IMapManager>(); var startTime = timing.RealTime; { var newMap = mapMan.CreateMap(new MapId(2)); mapLoader.LoadBlueprint(newMap, new GridId(4), "Maps/Demo/DemoGrid.yaml"); } var timeSpan = timing.RealTime - startTime; Logger.Info($"Loaded map in {timeSpan.TotalMilliseconds:N2}ms."); IoCManager.Resolve <IChatManager>().DispatchMessage(ChatChannel.Server, "Gamemode: Round loaded!"); break; case ServerRunLevel.Game: IoCManager.Resolve <IPlayerManager>().SendJoinGameToAll(); IoCManager.Resolve <IChatManager>().DispatchMessage(ChatChannel.Server, "Gamemode: Round started!"); break; case ServerRunLevel.PostGame: IoCManager.Resolve <IChatManager>().DispatchMessage(ChatChannel.Server, "Gamemode: Round over!"); break; } }
private void RunLevelChanged(object sender, RunLevelChangedEventArgs args) { if (args.NewLevel == ClientRunLevel.Initialize) { GameSequence = 0; } }
private void HandleRunLevelChanged(object sender, RunLevelChangedEventArgs args) { switch (args.NewLevel) { case ServerRunLevel.PreGame: var timing = IoCManager.Resolve <IGameTiming>(); var mapLoader = IoCManager.Resolve <IMapLoader>(); var mapMan = IoCManager.Resolve <IMapManager>(); var newMap = mapMan.CreateMap(); var grid = mapLoader.LoadBlueprint(newMap, "Maps/stationstation.yml"); SpawnPoint = new GridLocalCoordinates(Vector2.Zero, grid); var startTime = timing.RealTime; var timeSpan = timing.RealTime - startTime; Logger.Info($"Loaded map in {timeSpan.TotalMilliseconds:N2}ms."); chatManager.DispatchMessage(ChatChannel.Server, "Gamemode: Round loaded!"); break; case ServerRunLevel.Game: _players.SendJoinGameToAll(); chatManager.DispatchMessage(ChatChannel.Server, "Gamemode: Round started!"); break; case ServerRunLevel.PostGame: chatManager.DispatchMessage(ChatChannel.Server, "Gamemode: Round over!"); break; } }
private void RunLevelChanged(object obj, RunLevelChangedEventArgs args) { if (args.NewLevel == ClientRunLevel.Initialize) { _setConnectingState(false); _netManager.ConnectFailed -= _onConnectFailed; } }
private void RunLevelChanged(object sender, RunLevelChangedEventArgs args) { if (args.NewLevel == ClientRunLevel.Initialize) { // We JUST left a server or the client started up, Reset everything. Reset(); } }
private void BaseClientOnRunLevelChanged(object?sender, RunLevelChangedEventArgs e) { if (_fakeLossEnabled && e.OldLevel == ClientRunLevel.InGame) { _cfg.SetCVar(CVars.NetFakeLoss, 0); _fakeLossEnabled = false; } }
private void RunLevelChanged(object obj, RunLevelChangedEventArgs args) { if (args.NewLevel == ClientRunLevel.InGame) { stateManager.RequestStateChange <GameScreen>(); } else if (args.NewLevel == ClientRunLevel.Initialize) { _setConnectingState(false); _netManager.ConnectFailed -= _onConnectFailed; } }
private void BaseClientOnRunLevelChanged(object sender, RunLevelChangedEventArgs e) { if (e.NewLevel != ClientRunLevel.Initialize) { return; } _tickerState = TickerState.Unset; _lobby?.Dispose(); _lobby = null; _gameChat?.Dispose(); _gameChat = null; }
private void BaseClientOnRunLevelChanged(object sender, RunLevelChangedEventArgs e) { if (e.NewLevel != ClientRunLevel.Initialize) { _inputManager.SetInputCommand(ContentKeyFunctions.FocusChat, null); return; } _tickerState = TickerState.Unset; _lobby?.Dispose(); _lobby = null; _gameChat?.Dispose(); _gameChat = null; _gameHud.RootControl.Orphan(); }