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);
        }