public NetworkNewGameSettingsControl() { InitializeComponent(); myPlayerControl = new MyHumanPlayerControl { Parent = myUserPanel, Dock = DockStyle.Fill }; myPlayerControl.Show(); // TODO: get the code better mapSettingsControl.OnMapChosen += (sender, args) => { int maxOtherPlayers = Math.Max(0, TotalPlayersLimit - 1); aiPlayersNumberNumericUpDown.Maximum = maxOtherPlayers; humanPlayersNumberNumericUpDown.Maximum = maxOtherPlayers; aiPlayerSettingsControl.PlayersLimit = maxOtherPlayers; }; // initialize int maxPlayers = Math.Max(0, TotalPlayersLimit - 1); aiPlayersNumberNumericUpDown.Maximum = maxPlayers; humanPlayersNumberNumericUpDown.Maximum = maxPlayers; aiPlayerSettingsControl.PlayersLimit = maxPlayers; previousAiPlayersNumber = aiPlayersNumberNumericUpDown.Value; previousHumanPlayersNumber = humanPlayersNumberNumericUpDown.Value; }
public SingleplayerNewGameSettingsControl() { InitializeComponent(); myHumanPlayerControl = new MyHumanPlayerControl { Parent = myPlayerPanel, Dock = DockStyle.Fill }; myHumanPlayerControl.Show(); previousPlayersNumber = aiPlayersNumberNumericUpDown.Value; aiPlayersNumberNumericUpDown.Maximum = mapSettingsControl.PlayersLimit; aiPlayerSettingsControl.PlayersLimit = mapSettingsControl.PlayersLimit; // when the map is chosen, update maximum values mapSettingsControl.OnMapChosen += (o, e) => { aiPlayersNumberNumericUpDown.Maximum = mapSettingsControl.PlayersLimit - 1; aiPlayerSettingsControl.PlayersLimit = mapSettingsControl.PlayersLimit - 1; }; }