public CharacterUIEntry(ModifiedMenuPool pool, UIMenu mainMenu, string firstName, string lastName, string dateOfBirth, int gender)
        {
            var genderstring = "Male";

            if (gender == 1)
            {
                genderstring = "Female";
            }

            Menu         = pool.AddSubMenuOffset(mainMenu, firstName + " " + lastName, firstName + "\n" + lastName + "\n" + dateOfBirth + "\n" + genderstring, new PointF(Screen.Width / 2, Screen.Height / 2));
            SelectButton = new UIMenuItem("~b~Play This Character!");
            YesButton    = new UIMenuItem("~r~Delete!", "Permantly delete this character!");
            NoButton     = new UIMenuItem("~g~No!", "Dont permantly delete this character!");
            DeleteMenu   = pool.AddSubMenuOffset(Menu, "~r~Delete Character", new PointF(Screen.Width / 2, Screen.Height / 2));
            DeleteMenu.AddItem(YesButton);
            DeleteMenu.AddItem(NoButton);
            Menu.AddItem(SelectButton);

            Menu.OnItemSelect += (sender, item, index) =>
            {
                if (item == SelectButton)
                {
                    Login.Instance.SelectCharacterRequest(firstName, lastName);
                }
            };

            DeleteMenu.OnItemSelect += (sender, item, index) =>
            {
                if (item == YesButton)
                {
                    Login.Instance.DeleteCharacterRequest(firstName, lastName);
                }
                else if (item == NoButton)
                {
                    DeleteMenu.Visible = false;
                    Menu.Visible       = true;
                }
            };
        }
Exemple #2
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        public Login()
        {
            Instance = this;
            EventHandlers["playerSpawned"]     += new Action <ExpandoObject>(onSpawn);
            EventHandlers["refreshCharacters"] += new Action <dynamic, dynamic, dynamic, dynamic>(RefreshCharacters);
            EventHandlers["RequestReset"]      += new Action(RequestReset);
            EventHandlers["characterSelected"] += new Action <dynamic, dynamic, dynamic, dynamic>(SelectCharacter);
            //UI CODE
            _loginMenuPool = new ModifiedMenuPool();
            LoginUI();
            _loginMenuPool.RefreshIndex();
            _loginMenu.Visible = true;

#pragma warning disable CS1998 // This async method lacks 'await' operators and will run synchronously. Consider using the 'await' operator to await non-blocking API calls, or 'await Task.Run(...)' to do CPU-bound work on a background thread.
            Tick += new Func <Task>(async delegate
#pragma warning restore CS1998 // This async method lacks 'await' operators and will run synchronously. Consider using the 'await' operator to await non-blocking API calls, or 'await Task.Run(...)' to do CPU-bound work on a background thread.
            {
                if (API.UpdateOnscreenKeyboard() == 1 && _isKeyboardUp)
                {
                    _creationMenu.MenuItems[_creationMenu.CurrentSelection].Text = new string(API.GetOnscreenKeyboardResult().Where(c => char.IsLetterOrDigit(c) || char.IsWhiteSpace(c) || c == '-' || c == '_').ToArray());
                    API.EnableAllControlActions(0);
                    _isKeyboardUp         = false;
                    _creationMenu.Visible = true;
                }
                else if (API.UpdateOnscreenKeyboard() == 2 && _isKeyboardUp)
                {
                    _isKeyboardUp = false;
                    API.EnableAllControlActions(0);
                    _creationMenu.Visible = true;
                }

                if (_loginMenuPool.IsAnyMenuOpen() == false && _hasChosenCharacter == false)
                {
                    _loginMenu.Visible = true;
                }

                _loginMenuPool.ProcessMenus();
            });
        }