Esempio n. 1
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        /// <summary>
        /// Event handler for when the Quit Game menu entry is selected.
        /// </summary>
        private void QuitGameMenuEntrySelected(object sender, PlayerIndexEventArgs e)
        {
            const string message = "Wollen Sie das Spiel wirklich beenden?";

            var confirmQuitMessageBox = new MessageBoxScreen(message);

            confirmQuitMessageBox.Accepted += ConfirmQuitMessageBoxAccepted;

            ScreenManager.AddScreen(confirmQuitMessageBox, ControllingPlayer);
        }
Esempio n. 2
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 /// <summary>
 /// Helper overload makes it easy to use OnCancel as a MenuEntry event handler.
 /// </summary>
 protected void OnCancel(object sender, PlayerIndexEventArgs e)
 {
     OnCancel(e.PlayerIndex);
 }
Esempio n. 3
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 /// <summary>
 /// Event handler for when the user selects ok on the "are you sure
 /// you want to exit" message box.
 /// </summary>
 private void ConfirmExitMessageBoxAccepted(object sender, PlayerIndexEventArgs e)
 {
     ScreenManager.Game.Exit();
 }
Esempio n. 4
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 private void levelEditorMenuEntrySelected(object sender, PlayerIndexEventArgs e)
 {
     Process.Start(Path.GetDirectoryName(Assembly.GetExecutingAssembly().Location) +
                   "\\Leveleditor\\Leveleditor.exe");
 }
Esempio n. 5
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 /// <summary>
 /// Event handler for when the Options menu entry is selected.
 /// </summary>
 private void OptionsMenuEntrySelected(object sender, PlayerIndexEventArgs e)
 {
     //ScreenManager.AddScreen(new OptionsMenuScreen(), e.PlayerIndex);
 }
Esempio n. 6
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 /// <summary>
 /// Event handler for when the Play Game menu entry is selected.
 /// </summary>
 private void PlayGameMenuEntrySelected(object sender, PlayerIndexEventArgs e)
 {
     ScreenManager.AddScreen(new SelectLevelScreen(), e.PlayerIndex);
 }
Esempio n. 7
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 private static void towerEditorMenuEntry_Selected(object sender, PlayerIndexEventArgs e)
 {
     Process.Start(Path.GetDirectoryName(Assembly.GetExecutingAssembly().Location) +
                   "\\Towereditor\\Towereditor.exe");
 }
Esempio n. 8
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 /// <summary>
 /// Event handler for when the user selects ok on the "are you sure
 /// you want to exit" message box.
 /// </summary>
 private void ConfirmExitMessageBoxAccepted(object sender, PlayerIndexEventArgs e)
 {
     ScreenManager.Game.Exit();
 }
Esempio n. 9
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 private void levelEditorMenuEntrySelected(object sender, PlayerIndexEventArgs e)
 {
     Process.Start(Path.GetDirectoryName(Assembly.GetExecutingAssembly().Location) +
                   "\\Leveleditor\\Leveleditor.exe");
 }
Esempio n. 10
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 /// <summary>
 /// Event handler for when the Options menu entry is selected.
 /// </summary>
 private void OptionsMenuEntrySelected(object sender, PlayerIndexEventArgs e)
 {
     //ScreenManager.AddScreen(new OptionsMenuScreen(), e.PlayerIndex);
 }
Esempio n. 11
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 /// <summary>
 /// Event handler for when the Play Game menu entry is selected.
 /// </summary>
 private void PlayGameMenuEntrySelected(object sender, PlayerIndexEventArgs e)
 {
     ScreenManager.AddScreen(new SelectLevelScreen(), e.PlayerIndex);
 }
Esempio n. 12
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 private static void towerEditorMenuEntry_Selected(object sender, PlayerIndexEventArgs e)
 {
     Process.Start(Path.GetDirectoryName(Assembly.GetExecutingAssembly().Location) +
                   "\\Towereditor\\Towereditor.exe");
 }
Esempio n. 13
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 /// <summary>
 /// Event handler for when the user selects ok on the "are you sure
 /// you want to quit" message box. This uses the loading screen to
 /// transition from the game back to the main menu screen.
 /// </summary>
 private void ConfirmQuitMessageBoxAccepted(object sender, PlayerIndexEventArgs e)
 {
     LoadingScreen.Load(ScreenManager, false, null, new BackgroundScreen(), new MainMenuScreen());
 }
Esempio n. 14
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 private void entry_Selected(object sender, PlayerIndexEventArgs e)
 {
     string Level = ((MenuEntry) sender).Text;
     LoadingScreen.Load(ScreenManager, true, e.PlayerIndex, new GamePlayScreen(Level,ScreenManager));
 }
Esempio n. 15
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 private void exitEntry_Selected(object sender, PlayerIndexEventArgs e)
 {
     ExitScreen();
 }