/// <summary>
 /// Adds/updates some default response data.
 /// </summary>
 public static void UpdateResponseData()
 {
     RegisterResponseData(kSignatureKey, GetSignature());
     RegisterResponseData(kPortKey, singleton.gameServerPortNumber.ToString());
     RegisterResponseData(kNumPlayersKey, NumPlayers.ToString());
     RegisterResponseData(kMaxNumPlayersKey, MaxNumPlayers.ToString());
     RegisterResponseData(kMapNameKey, UnityEngine.SceneManagement.SceneManager.GetActiveScene().name);
 }
 public InterleavedFieldManager(GameWindow window, NumPlayers players)
     : base(window)
 {
     this.players = players;
       this.logic = new FieldLogic[(int)players];
       this.renderer = new FieldRenderer[(int)players];
       for (int i = 0; i < (int)players; i++)
       {
     this.logic[i] = new FieldLogic(window, renderer[i] = new FieldRenderer(window, positions[(int)players - 1][i]) { Enabled = true, Visible = players == NumPlayers.OnePlayer }, (CoordinatedInputManager.PlayerNumber)(i + 1)) { Enabled = true, Visible = false };
     this.Components.Add(logic[i]);
     this.Components.Add(renderer[i]);
       }
 }
        //------------------------------------------------------------------------------
        // Constructor: InputManager
        // Author: nholmes
        // Summary: constructs a new input manager - specify the number of players you
        //          wish to support
        //------------------------------------------------------------------------------
        public InputManager(NumPlayers numPlayers)
        {
            // store the requested number of inputs
            this.numPlayers = (int)numPlayers;

            // create arrays to hold current input states for each player
            currentKeyboardStates = new KeyboardState[this.numPlayers];
            currentGamePadStates = new GamePadState[this.numPlayers];

            // create arrays to hold previos input states for each player
            previousKeyboardStates = new KeyboardState[this.numPlayers];
            previousGamePadStates = new GamePadState[this.numPlayers];

            // crete an array to hold pad connection history
            gamePadWasConnected = new bool[this.numPlayers];
        }
Exemple #4
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        public string GetField(int field)
        {
            switch (field)
            {
            case 0: return(HostName);

            case 1: return(GameName);

            case 2: return(GameVersion);

            case 3: return(MapName);

            case 4: return(GameType);

            case 5: return(GameVariant);

            case 6: return(NumPlayers.ToString());

            case 7: return(MaxPlayers.ToString());

            case 8: return(GameMode);

            case 9: return((Password ? 1 : 0).ToString());

            case 10: return(TimeLimit.ToString());

            case 11: return(RoundTime.ToString());

            case 12: return(HostPort.ToString());

            case 13: return((Dedicated ? 1 : 0).ToString());

            case 14: return((Ranked ? 1 : 0).ToString());

            case 15: return((AntiCheat ? 1 : 0).ToString());

            case 16: return(OS);

            case 17: return((BattleRecorder ? 1 : 0).ToString());

            case 18: return(BRIndex);

            case 19: return(BRDownload);

            case 20: return((Voip ? 1 : 0).ToString());

            case 21: return((AutoBalance ? 1 : 0).ToString());

            case 22: return((FriendlyFire ? 1 : 0).ToString());

            case 23: return(TKMode);

            case 24: return(StartDelay.ToString());

            case 25: return(SpawnTime.ToString("0.000000", CultureInfo.InvariantCulture));

            case 26: return(ServerText);

            case 27: return(ServerLogo);

            case 28: return(CommunityWebsite);

            case 29: return(ScoreLimit.ToString());

            case 30: return(TicketRatio.ToString());

            case 31: return(TeamRatio.ToString("0.000000", CultureInfo.InvariantCulture));

            case 32: return(Team1Name);

            case 33: return(Team2Name);

            case 34: return((CoopEnabled ? 1 : 0).ToString());

            case 35: return((Pure ? 1 : 0).ToString());

            case 36: return(MapSize.ToString());

            case 37: return((Unlocks ? 1 : 0).ToString());

            case 38: return(Fps.ToString());

            case 39: return((Plasma ? 1 : 0).ToString());

            case 40: return(ReservedSlots.ToString());

            case 41: return(CoopBotRatio.ToString());

            case 42: return(CoopBotCount.ToString());

            case 43: return(CoopBotDifficulty.ToString());

            case 44: return((NoVehicles ? 1 : 0).ToString());

            default:
                return("");
            }
        }
Exemple #5
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 private void NumPlayers_OnTapped(object sender, EventArgs e)
 {
     NumPlayers.Focus();
 }