/* * @param machineGrade: '0' is $1 slot machine, '1' is $5, '2' is $10 */ private void MachineTypeInit(byte machineGrade) { // customise wheel textures by machine type switch (machineGrade) { case 0: Wheel1.Texture = Wheel1Image; Wheel2.Texture = Wheel1Image; Wheel3.Texture = Wheel1Image; ActiveWheelTexture = Wheel1Image; PayoutTableColumn1Row1.Texture = Wheel1LegendImage; PayoutTableColumn1Row2.Texture = Wheel1LegendImage; PayoutTableColumn1Row3.Texture = Wheel1LegendImage; PayoutTableColumn1Row4.Texture = Wheel1LegendImage; PayoutTableColumn2Row1.Texture = Wheel1LegendImage; PayoutTableColumn2Row2.Texture = Wheel1LegendImage; PayoutTableColumn2Row3.Texture = Wheel1LegendImage; PayoutTableColumn2Row4.Texture = Wheel1LegendImage; PayoutTable1.X -= 72; PayoutTable1.Y -= 5; PayoutTable2.Visible = false; PayoutTable3.Visible = false; ActivePayoutTable = PayoutTable1; EachBet = 1; break; case 1: Wheel1.Texture = Wheel2Image; Wheel2.Texture = Wheel2Image; Wheel3.Texture = Wheel2Image; ActiveWheelTexture = Wheel2Image; PayoutTableColumn1Row1.Texture = Wheel2LegendImage; PayoutTableColumn1Row2.Texture = Wheel2LegendImage; PayoutTableColumn1Row3.Texture = Wheel2LegendImage; PayoutTableColumn1Row4.Texture = Wheel2LegendImage; PayoutTableColumn2Row1.Texture = Wheel2LegendImage; PayoutTableColumn2Row2.Texture = Wheel2LegendImage; PayoutTableColumn2Row3.Texture = Wheel2LegendImage; PayoutTableColumn2Row4.Texture = Wheel2LegendImage; PayoutTable2.X -= 30; PayoutTable2.Y -= 5; PayoutTable1.Visible = false; PayoutTable3.Visible = false; ActivePayoutTable = PayoutTable2; EachBet = 5; break; case 2: Wheel1.Texture = Wheel3Image; Wheel2.Texture = Wheel3Image; Wheel3.Texture = Wheel3Image; ActiveWheelTexture = Wheel3Image; PayoutTableColumn1Row1.Texture = Wheel3LegendImage; PayoutTableColumn1Row2.Texture = Wheel3LegendImage; PayoutTableColumn1Row3.Texture = Wheel3LegendImage; PayoutTableColumn1Row4.Texture = Wheel3LegendImage; PayoutTableColumn2Row1.Texture = Wheel3LegendImage; PayoutTableColumn2Row2.Texture = Wheel3LegendImage; PayoutTableColumn2Row3.Texture = Wheel3LegendImage; PayoutTableColumn2Row4.Texture = Wheel3LegendImage; PayoutTable3.X -= 32; PayoutTable3.Y -= 5; PayoutTable1.Visible = false; PayoutTable2.Visible = false; ActivePayoutTable = PayoutTable3; EachBet = 10; break; default: break; } // customise the chips texture Chips.SetBounds(machineGrade * 27, 0, 27, 20); // customise bet text BetText.Alignment = TextAlignment.Center; BetText.Mode = UITextEditMode.ReadOnly; Add(BetText); CurrentBet = 1; DisplayedBet = CurrentBet * EachBet; UpdateBetText(); }