// The update function is the logical loop, here all logic goes. public override void Update() { // Loop through all of the buttons, and check what button is being pressed, // Act accordingly. for (int i = 0; i < uiElements.Length; i++) { if (uiElements[i].IsClicked()) { switch (uiElements[i].ID) { case 0: // New Game StageHandler.LoadStage(new MainGame("Game")); break; case 2: // Coop if (StageHandler.StageExists("Coop")) { StageHandler.SetCurrentStage("Coop"); } else { StageHandler.LoadStage(new CoopMenu("Coop")); } break; case 5: // Exit Raylib.CloseWindow(); Environment.Exit(1); break; } } } }
// The update function is the logical loop, here all logic goes. public override void Update() { // Loop through all of the uiElements, and check what button is being pressed, // Act accordingly. for (int i = 0; i < uiElements.Length; i++) { if (uiElements[i].IsClicked()) { switch (uiElements[i].ID) { case 0: // Join Client.Connect(); break; case 1: // Host Host.InitHost(); break; case 2: // Back StageHandler.SetCurrentStage("MainMenu"); break; case 3: Client.Broadcast(); break; } } } }