internal FogChangeEvent(double TrackPositionDelta, Game.Fog PreviousFog, Game.Fog CurrentFog, Game.Fog NextFog) { this.TrackPositionDelta = TrackPositionDelta; this.DontTriggerAnymore = false; this.PreviousFog = PreviousFog; this.CurrentFog = CurrentFog; this.NextFog = NextFog; }
/// <summary>Gets the formatted text for an in-game score event</summary> /// <param name="TextToken">The in-game score event</param> internal static string GetScoreText(Game.ScoreTextToken TextToken) { switch (TextToken) { case Game.ScoreTextToken.Overspeed: return GetInterfaceString("score_overspeed"); case Game.ScoreTextToken.PassedRedSignal: return GetInterfaceString("score_redsignal"); case Game.ScoreTextToken.Toppling: return GetInterfaceString("score_toppling"); case Game.ScoreTextToken.Derailed: return GetInterfaceString("score_derailed"); case Game.ScoreTextToken.PassengerDiscomfort: return GetInterfaceString("score_discomfort"); case Game.ScoreTextToken.DoorsOpened: return GetInterfaceString("score_doors"); case Game.ScoreTextToken.ArrivedAtStation: return GetInterfaceString("score_station_arrived"); case Game.ScoreTextToken.PerfectTimeBonus: return GetInterfaceString("score_station_perfecttime"); case Game.ScoreTextToken.Late: return GetInterfaceString("score_station_late"); case Game.ScoreTextToken.PerfectStopBonus: return GetInterfaceString("score_station_perfectstop"); case Game.ScoreTextToken.Stop: return GetInterfaceString("score_station_stop"); case Game.ScoreTextToken.PrematureDeparture: return GetInterfaceString("score_station_departure"); case Game.ScoreTextToken.Total: return GetInterfaceString("score_station_total"); default: return "?"; } }
/// <summary>Gets the formatted output text for a black box event token</summary> /// <param name="EventToken">The event token for which to get the text</param> internal static string GetBlackBoxText(Game.BlackBoxEventToken EventToken) { //TODO: Only returns a blank string, what was intended here??? switch (EventToken) { default: return ""; } }
private static void CreateTextColor(Color32 Original, Game.MessageColor SystemColor, out float R, out float G, out float B, out float A) { if (Original.R == 0 & Original.G == 0 & Original.B == 0) { switch (SystemColor) { case Game.MessageColor.Black: R = 0.0f; G = 0.0f; B = 0.0f; break; case Game.MessageColor.Gray: R = 0.4f; G = 0.4f; B = 0.4f; break; case Game.MessageColor.White: R = 1.0f; G = 1.0f; B = 1.0f; break; case Game.MessageColor.Red: R = 1.0f; G = 0.0f; B = 0.0f; break; case Game.MessageColor.Orange: R = 0.9f; G = 0.7f; B = 0.0f; break; case Game.MessageColor.Green: R = 0.3f; G = 1.0f; B = 0.0f; break; case Game.MessageColor.Blue: R = 1.0f; G = 1.0f; B = 1.0f; break; case Game.MessageColor.Magenta: R = 1.0f; G = 0.0f; B = 0.7f; break; default: R = 1.0f; G = 1.0f; B = 1.0f; break; } } else { R = inv255 * (float)Original.R; G = inv255 * (float)Original.G; B = inv255 * (float)Original.B; } A = inv255 * (float)Original.A; }
// get black box text internal static string GetBlackBoxText(Game.BlackBoxEventToken EventToken) { switch (EventToken) { default: return ""; } }