Example #1
0
        protected void CopyPlayerDataToUI()
        {
            for (int i = 0; i < SGPlayers.Count; i++)
            {
                SavedGamePlayer sgPlayer = SGPlayers[i];

                PlayerInfo pInfo = Players.Find(p => p.Name == SGPlayers[i].Name);

                XNALabel playerLabel = lblPlayerNames[i];

                if (pInfo == null)
                {
                    playerLabel.RemapColor = Color.Gray;
                    playerLabel.Text       = sgPlayer.Name + " (Not present)";
                    continue;
                }

                playerLabel.RemapColor = sgPlayer.ColorIndex > -1 ? MPColors[sgPlayer.ColorIndex].XnaColor
                    : Color.White;
                playerLabel.Text = pInfo.Ready ? sgPlayer.Name : sgPlayer.Name + " (Not Ready)";
            }
        }
Example #2
0
        /// <summary>
        /// Refreshes the UI  based on the latest saved game
        /// and information in the saved spawn.ini file, as well
        /// as information on whether the local player is the host of the game.
        /// </summary>
        public void Refresh(bool isHost)
        {
            isSettingUp = true;
            IsHost      = isHost;

            SGPlayers.Clear();
            Players.Clear();
            ddSavedGame.Items.Clear();
            lbChatMessages.Clear();
            lbChatMessages.TopIndex = 0;

            ddSavedGame.AllowDropDown = isHost;
            btnLoadGame.Text          = isHost ? "Load Game" : "I'm Ready";

            IniFile spawnSGIni = new IniFile(ProgramConstants.GamePath + "Saved Games\\spawnSG.ini");

            loadedGameID          = spawnSGIni.GetStringValue("Settings", "GameID", "0");
            lblMapNameValue.Text  = spawnSGIni.GetStringValue("Settings", "UIMapName", string.Empty);
            lblGameModeValue.Text = spawnSGIni.GetStringValue("Settings", "UIGameMode", string.Empty);

            uniqueGameId = spawnSGIni.GetIntValue("Settings", "GameID", -1);

            int playerCount = spawnSGIni.GetIntValue("Settings", "PlayerCount", 0);

            SavedGamePlayer localPlayer = new SavedGamePlayer();

            localPlayer.Name       = ProgramConstants.PLAYERNAME;
            localPlayer.ColorIndex = MPColors.FindIndex(
                c => c.GameColorIndex == spawnSGIni.GetIntValue("Settings", "Color", 0));

            SGPlayers.Add(localPlayer);

            for (int i = 1; i < playerCount; i++)
            {
                string sectionName = "Other" + i;

                SavedGamePlayer sgPlayer = new SavedGamePlayer();
                sgPlayer.Name       = spawnSGIni.GetStringValue(sectionName, "Name", "Unknown player");
                sgPlayer.ColorIndex = MPColors.FindIndex(
                    c => c.GameColorIndex == spawnSGIni.GetIntValue(sectionName, "Color", 0));

                SGPlayers.Add(sgPlayer);
            }

            for (int i = 0; i < SGPlayers.Count; i++)
            {
                lblPlayerNames[i].Enabled = true;
                lblPlayerNames[i].Visible = true;
            }

            for (int i = SGPlayers.Count; i < 8; i++)
            {
                lblPlayerNames[i].Enabled = false;
                lblPlayerNames[i].Visible = false;
            }

            List <string> timestamps = SavedGameManager.GetSaveGameTimestamps();

            timestamps.Reverse(); // Most recent saved game first

            timestamps.ForEach(ts => ddSavedGame.AddItem(ts));

            if (ddSavedGame.Items.Count > 0)
            {
                ddSavedGame.SelectedIndex = 0;
            }

            CopyPlayerDataToUI();
            isSettingUp = false;
        }