Exemple #1
0
        public PlayerChat(AssaultWing game, int updateOrder)
            : base(game, updateOrder)
        {
            g_cursorBlinkCurve = new Curve();
            g_cursorBlinkCurve.Keys.Add(new CurveKey(0, 1));
            g_cursorBlinkCurve.Keys.Add(new CurveKey(0.5f, 0));
            g_cursorBlinkCurve.Keys.Add(new CurveKey(1, 1));
            g_cursorBlinkCurve.PreLoop = CurveLoopType.Cycle;
            g_cursorBlinkCurve.PostLoop = CurveLoopType.Cycle;

            g_scrollArrowBlinkCurve = new Curve();
            g_scrollArrowBlinkCurve.Keys.Add(new CurveKey(0, 1));
            g_scrollArrowBlinkCurve.Keys.Add(new CurveKey(0.75f, 0));
            g_scrollArrowBlinkCurve.Keys.Add(new CurveKey(1.5f, 1));
            g_scrollArrowBlinkCurve.PreLoop = CurveLoopType.Cycle;
            g_scrollArrowBlinkCurve.PostLoop = CurveLoopType.Cycle;

            _game = game;
            _chatSendControl = new KeyboardKey(Keys.Enter);
            _escapeControl = new KeyboardKey(Keys.Escape);
            _scrollUpControl = new KeyboardKey(Keys.Up);
            _scrollDownControl = new KeyboardKey(Keys.Down);
            _cursorBlinkStartTime = _game.GameTime.TotalRealTime;
            _scrollArrowGlowStartTime = _game.GameTime.TotalRealTime;
            _messageBeeper = new MessageBeeper(game, "PlayerMessage", () => Messages.FirstOrDefault());
        }
Exemple #2
0
 public StartupScreen(AssaultWing game, int updateOrder)
     : base(game, updateOrder)
 {
 }
Exemple #3
0
 public IntroEngine(AssaultWing game, int updateOrder)
     : base(game, updateOrder)
 {
 }
 public SystemStatusOverlay(PlayerViewport viewport)
     : base(viewport, HorizontalAlignment.Right, VerticalAlignment.Top)
 {
     _game = (AssaultWing)viewport.Owner.Game;
 }
 public DedicatedServer(AssaultWing game, int updateOrder)
     : base(game, updateOrder)
 {
     Game = game;
     _nextEventType = EventType.ARENA_INIT;
 }
Exemple #6
0
 public OverlayDialog(AssaultWing game, int updateOrder)
     : base(game, updateOrder)
 {
     Game = game;
     _data = new Queue<OverlayDialogData>();
 }