/// <summary>
        /// Prepares the SaveDeviceEventArgs to be used for an event.
        /// </summary>
        /// <remarks>
        /// Subclasses can override this method to change the default argument values.
        /// </remarks>
        /// <param name="args">The event arguments to be configured.</param>
        protected virtual void PrepareEventArgs(SaveDeviceEventArgs args)
        {
            args.Response = SaveDeviceEventResponse.Prompt;

            // the PlayerSaveDevice overrides us to set this to the player
            // so we'll default to null under the assumption that it's ok
            // for any player to handle the message
            args.PlayerToPrompt = null;
        }
        /// <summary>
        /// Prepares the SaveDeviceEventArgs to be used for an event.
        /// </summary>
        /// <param name="args">The event arguments to be configured.</param>
        protected override void PrepareEventArgs(SaveDeviceEventArgs args)
        {
            // the base implementation sets some aspects of the arguments,
            // so we let it do that first
            base.PrepareEventArgs(args);

            // we then default the player to prompt to be the player that
            // owns this storage device. we assume the game will leave this
            // untouched so that the correct player is prompted, but we also
            // allow the game to change it if there's a reason to.
            args.PlayerToPrompt = Player;
        }
		/// <summary>
		/// Prepares the SaveDeviceEventArgs to be used for an event.
		/// </summary>
		/// <param name="args">The event arguments to be configured.</param>
		protected override void PrepareEventArgs(SaveDeviceEventArgs args)
		{
			// the base implementation sets some aspects of the arguments,
			// so we let it do that first
			base.PrepareEventArgs(args);

			// we then default the player to prompt to be the player that
			// owns this storage device. we assume the game will leave this
			// untouched so that the correct player is prompted, but we also
			// allow the game to change it if there's a reason to.
			args.PlayerToPrompt = Player;
		}
        /// <summary>
        /// Prepares the SaveDeviceEventArgs to be used for an event.
        /// </summary>
        /// <remarks>
        /// Subclasses can override this method to change the default argument values.
        /// </remarks>
        /// <param name="args">The event arguments to be configured.</param>
        protected virtual void PrepareEventArgs(SaveDeviceEventArgs args)
        {
            args.Response = SaveDeviceEventResponse.Prompt;

            // the PlayerSaveDevice overrides us to set this to the player
            // so we'll default to null under the assumption that it's ok
            // for any player to handle the message
            args.PlayerToPrompt = null;
        }
 protected override void PrepareEventArgs(SaveDeviceEventArgs args)
 {
     base.PrepareEventArgs(args);
     args.PlayerToPrompt = Arands.Core.Input.LastPlayerIndex;
 }
Exemple #6
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 /// <summary>
 /// Prepares the SaveDeviceEventArgs to be used for an event.
 /// </summary>
 /// <param name="args">The event arguments to be configured.</param>
 protected virtual void PrepareEventArgs(SaveDeviceEventArgs args)
 {
     args.Response = SaveDeviceEventResponse.Prompt;
     args.PlayerToPrompt = PlayerIndex.One;
 }
Exemple #7
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 void sharedSaveDevice_DeviceSelectorCanceled(object sender, SaveDeviceEventArgs e)
 {
     e.Response = SaveDeviceEventResponse.Prompt;
     e.PlayerToPrompt = Shorewood.mainPlayer;
     useStorage = false;
     HighScoresLoaded = true;
 }
Exemple #8
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 void sharedSaveDevice_DeviceDisconnected(object sender, SaveDeviceEventArgs e)
 {
     e.Response = SaveDeviceEventResponse.Prompt;
     e.PlayerToPrompt = Shorewood.mainPlayer;
     useStorage = false;
 }