protected override void RoundResultScreenDismissed(RoundResultScreen screen) { Stop(ExitCode.StopClient); }
protected override void RoundResultScreenAccepted(RoundResultScreen screen) { m_localPlayer.IsReady = true; StartScreen(new BlockingScreen("Waiting for server...")); }
protected virtual void RoundResultScreenDismissed(RoundResultScreen screen) { Stop(ExitCode.Exit); }
protected override void RoundResultScreenAccepted(RoundResultScreen screen) { List<Player> players = game.GetPlayersList(); for (int i = 0; i < players.Count; ++i) { if (!players[i].IsNetworkPlayer) { players[i].IsReady = true; break; } } StartScreen(new BlockingScreen("Waiting for clients...")); }
protected virtual void RoundResultScreenAccepted(RoundResultScreen screen) { StartNextRound(); gameScreen = new GameScreen(); StartScreen(gameScreen); }