private void backButton_OnClick( Control sender )
 {
     GameManager.Instance.UnregisterForPackets( this );
     GameManager.Instance.Client.Disconnect( "" );
     ExitScreen();
 }
Exemple #2
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        public void readyButton_OnClick( Control sender )
        {
            // Signal the server of our readiness status
            NetOutgoingMessage msg = GameManager.Instance.Client.CreateMessage();
            msg.Write( (byte)MsgType.ReqReady );
            msg.Write( (bool)true );
            GameManager.Instance.Client.SendMessage( msg, NetDeliveryMethod.Unreliable );

            readyButton.Active = false;
        }
Exemple #3
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 public void musicSel_OnSelectionChanged( Control sender )
 {
     MediaPlayer.IsMuted = ( (sender as Selector).SelectedIndex != 0 );
 }
Exemple #4
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 public void cancelButton_OnClick(Control Sender)
 {
     if (Cancelled != null)
     {
         Cancelled();
     }
     ExitScreen();
 }
Exemple #5
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 public void backButton_OnClick( Control sender )
 {
     ExitScreen();
 }
 private void refreshButton_OnClick( Control sender )
 {
     RequestLobbiesList();
 }
Exemple #7
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 //Called whenever the left arrow button is clicked
 public void Right_OnClick(Control sender)
 {
     //as long as the currently selected element isnt at the bottem of the list, and the list is not empty
     if ((curSelect != (items.Count() - 1)) && (items.Count() > 0))
     {
         //currently selected index updated
         curSelect++;
         Trigger();
     }
 }
Exemple #8
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 public void achiButton_OnClick( Control sender )
 {
     ScreenManager.AddScreen(new RoleSelectScreen(), null);
 }
 // Callback for the first button, toggles the background colour
 public void testBtn1_OnClick( Control sender )
 {
     if ( bgColour == Color.CornflowerBlue )
     {
         bgColour = Color.Crimson;
     }
     else
     {
         bgColour = Color.CornflowerBlue;
     }
 }
Exemple #10
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 public void optionsButton_OnClick( Control sender )
 {
     ScreenManager.AddScreen( new OptionsMenuScreen(), null );
 }
Exemple #11
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 public void spButton_OnClick( Control sender )
 {
     LoadingScreen.Load( ScreenManager, true, null, new TestGameScreen() );
 }
Exemple #12
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 public void mpButton_OnClick( Control sender )
 {
     ScreenManager.AddScreen( new LobbySelectionScreen(), null );
 }
Exemple #13
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 public void exitButton_OnClick( Control sender )
 {
     ScreenManager.Game.Exit();
 }
Exemple #14
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        public void teamButton_OnClick( Control sender )
        {
            Team current = GameManager.Instance.GameState.Characters[GameManager.Instance.MyID].Team;
            Team switchTo;
            if ( current == Team.RED )
            {
                switchTo = Team.BLUE;
            }
            else
            {
                switchTo = Team.RED;
            }

            // Signal the server of our readiness status
            NetOutgoingMessage msg = GameManager.Instance.Client.CreateMessage();
            msg.Write( (byte)MsgType.ReqTeamChange );
            msg.Write( (int)switchTo );
            GameManager.Instance.Client.SendMessage( msg, NetDeliveryMethod.Unreliable );
        }
 private void joinButton_OnClick( Control sender )
 {
     NetOutgoingMessage msg = GameManager.Instance.Client.CreateMessage();
     msg.Write( (byte)MsgType.ReqJoinLobby );
     msg.Write( (byte)lobbyData[lobbies.SelectedIndex].id );
     msg.Write( RandomName.Generate() );	// TODO : Replace random names
     GameManager.Instance.Client.SendMessage( msg, NetDeliveryMethod.Unreliable );
 }
Exemple #16
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 // Callback for the second button, toggles whether button 1 is active or not
 public void testBtn2_OnClick( Control sender )
 {
     testBtn1.Active = ! testBtn1.Active;
 }
 private void newButton_OnClick( Control sender )
 {
     ScreenManager.AddScreen( new CreateLobbyScreen(), null );
 }
Exemple #18
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 public void bmButton_OnClick(Control sender)
 {
     ChangeRole( 3 );
     ExitScreen();
 }
Exemple #19
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 //Called whenever the right arrow button is clicked
 public void Left_OnClick(Control sender)
 {
     //as long as the currently selected element isnt at the top of the list, and the list is not empty
     if ((curSelect != 0) && (items.Count() > 0))
     {
         //currently selected index updated
         curSelect--;
         Trigger();
     }
 }
Exemple #20
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 public void fireButton_OnClick(Control sender)
 {
     ChangeRole( 0 );
     ExitScreen();
 }
Exemple #21
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 public void acceptButton_OnClick(Control sender)
 {
     if (Accepted != null)
     {
         Accepted();
     }
     ExitScreen();
 }
Exemple #22
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 public void priestButton_OnClick(Control sender)
 {
     ChangeRole( 1 );
     ExitScreen();
 }
Exemple #23
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 public void upg3_OnClick(Control Sender)
 {
     if ( GameManager.Instance.InMultiplayer )
     {
         SignalServer( 2 );
     }
     else
     {
         Character buyer = provider.GameState.Characters[GameManager.Instance.MyID];
         provider.GameState.Towers[(int)buyer.Team].UpgradeDamage(buyer);
     }
 }
Exemple #24
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 public void windButton_OnClick(Control sender)
 {
     ChangeRole( 2 );
     ExitScreen();
 }
Exemple #25
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        public void createButton_OnClick( Control sender )
        {
            NetOutgoingMessage msg = GameManager.Instance.Client.CreateMessage();
            msg.Write( (byte)MsgType.ReqCreateLobby );

            string name = RandomName.Generate(); // TODO: Replace random names
            msg.Write( name + "'s Lobby" );
            msg.Write( int.Parse( numPlayersSel.SelectedItem ) );
            msg.Write( double.Parse( matchDurSel.SelectedItem ) );
            msg.Write( name );
            GameManager.Instance.Client.SendMessage( msg, NetDeliveryMethod.Unreliable );

            ExitScreen();
        }
Exemple #26
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 //Called whenever the up arrow button is clicked
 public void Up_OnClick(Control sender)
 {
     //as long as the currently selected element isnt at the top of the list, and the list is not empty
     if ((curSelect != 0) && (items.Count() > 0))
     {
         int curtop = top;
         //set the old selected button in the view to active (the visual mark of selection is inactive)
         Buttons[curSelect - top].Active = true;
         //currently selected index updated
         curSelect--;
         //if the view needs to be scrolled up, update the index of the top viewable element and update the button labels
         if ((curSelect - top) < 0)
         {
             top--;
             curtop--;
             foreach (Button butt in Buttons)
             {
                 butt.Text = items[curtop];
                 curtop++;
             }
         }
     }
 }