コード例 #1
0
        private void NewGame()
        {
            Rounds.Clear();
            ResultText = string.Empty;

            //TODO: get rounds from the config
            GameService.NewGame(2, SelectedComputer);
            PerformMoveCommand.RaiseCanExecuteChanged();
        }
コード例 #2
0
 public override void Cleanup()
 {
     base.Cleanup();
     CurrentPlayer = null;
     EquipmentValueData.Clear();
     Rounds.Clear();
     DamageArmorData.Clear();
     DamageHealthData.Clear();
     MoneyEarnedData.Clear();
     TotalDamageArmorData.Clear();
     TotalDamageHealthData.Clear();
     WeaponKillData.Clear();
 }
コード例 #3
0
 public override void Cleanup()
 {
     base.Cleanup();
     HasNotification = false;
     IsBusy          = false;
     CurrentPlayer   = null;
     EquipmentValueData.Clear();
     Rounds.Clear();
     DamageArmorData.Clear();
     DamageHealthData.Clear();
     MoneyEarnedData.Clear();
     TotalDamageArmorData.Clear();
     TotalDamageHealthData.Clear();
     WeaponKillData.Clear();
     NotificationMessage = string.Empty;
 }
コード例 #4
0
        private void LoadRounds()
        {
            Rounds.Clear();

            Rounds.Add(1);
            int currentRound = 1;

            foreach (List <MatchupModel> matchups in Tournament.Rounds)
            {
                if (matchups.First().MatchupRound > currentRound)
                {
                    currentRound = matchups.First().MatchupRound;
                    Rounds.Add(currentRound);
                }
            }
        }
コード例 #5
0
ファイル: Tournament.cs プロジェクト: helten-007/Dommersystem
        /// <summary>
        /// Sets up the default tournament parameters. Creates a first round and sets default judging criterais
        /// </summary>
        public void InitializeDefaults()
        {
            EnsureListsAreInitialized();
            Rounds.Clear();
            JudgingCriteria = DefaultDataFactory.GetJudgingCriteria();
            foreach (var crit in JudgingCriteria)
            {
                crit.Tournament = this;
            }
            // Adds a single round called "Finale"
            var round = new Round(Resources.Text.Finals);

            round.Tournament = this;
            round.RoundNo    = 1;
            Rounds.Add(round);
        }
コード例 #6
0
    public static void DestroyAllData()
    {
        Rounds.Clear();
        QuizName          = "Quiz du fun";
        CurTopicName      = "";
        BackgroundName    = "wallpaper1";
        IntroMusicName    = "intro";
        OutroMusicName    = "outro1";
        QuestionMusicName = "question";
        TopicMusicName    = "topic";

        RoundNumber  = 1;
        IroundCur    = 0;
        ItopicCur    = 0;
        IquestionCur = 0;

        Rounds = new List <RoundData>();
    }
コード例 #7
0
ファイル: RoundSchedule.cs プロジェクト: b1ff/RoundScheduler
        private void LoadRounds()
        {
            var fileName = FileDialogService.FileNameFromOpenFileDialog(ProgramTexts.FileDialog_XmlFileFilter);

            if (fileName.IsNullOrEmpty())
            {
                return;
            }

            try
            {
                using (var sr = new StreamReader(fileName))
                {
                    var deserializedRounds = (List <RoundSerializable>)_roundsSerializer.Deserialize(sr);
                    Rounds.Clear();
                    deserializedRounds.ForEach(x => Rounds.Add(x.GetRound()));
                }
            }
            catch
            {
                MessageBox.Show(ProgramTexts.ErrorWhileSavingRoundsToFile);
            }
        }
コード例 #8
0
 public void ResetStats(bool resetTeams = true)
 {
     DispatcherHelper.CheckBeginInvokeOnUI(delegate
     {
         AverageHealthDamage   = 0;
         AverageHltvRating     = 0;
         AverageEseaRws        = 0;
         AssistPerRound        = 0;
         DeathPerRound         = 0;
         KillPerRound          = 0;
         DamageHealthCount     = 0;
         DamageArmorCount      = 0;
         MvpCount              = 0;
         KillCount             = 0;
         KnifeKillCount        = 0;
         TeamKillCount         = 0;
         HeadshotCount         = 0;
         AssistCount           = 0;
         DeathCount            = 0;
         SmokeThrownCount      = 0;
         FlashbangThrownCount  = 0;
         HeadshotCount         = 0;
         DecoyThrownCount      = 0;
         MolotovThrownCount    = 0;
         IncendiaryThrownCount = 0;
         HitCount              = 0;
         WeaponFiredCount      = 0;
         AssistPerRound        = 0;
         DeathPerRound         = 0;
         OneKillCount          = 0;
         TwoKillCount          = 0;
         ThreeKillCount        = 0;
         FourKillCount         = 0;
         FiveKillCount         = 0;
         ScoreTeam1            = 0;
         ScoreTeam2            = 0;
         ScoreFirstHalfTeam1   = 0;
         ScoreFirstHalfTeam2   = 0;
         ScoreSecondHalfTeam1  = 0;
         ScoreSecondHalfTeam2  = 0;
         Rounds.Clear();
         WeaponFired.Clear();
         Kills.Clear();
         Overtimes.Clear();
         PositionPoints.Clear();
         MolotovsFireStarted.Clear();
         DecoyStarted.Clear();
         BombPlanted.Clear();
         BombDefused.Clear();
         BombExploded.Clear();
         BombPlanted.Clear();
         BombDefused.Clear();
         BombExploded.Clear();
         ClutchCount           = 0;
         ClutchLostCount       = 0;
         ClutchWonCount        = 0;
         EntryKillCount        = 0;
         MostBombPlantedPlayer = null;
         MostEntryKillPlayer   = null;
         MostHeadshotPlayer    = null;
         MostKillingWeapon     = null;
         HasCheater            = false;
         PlayersHurted.Clear();
         PlayerBlinded.Clear();
         Winner    = null;
         Surrender = null;
         if (resetTeams)
         {
             Players.Clear();
             TeamCT.Clear();
             TeamT.Clear();
         }
         else
         {
             foreach (Player playerExtended in Players)
             {
                 playerExtended.ResetStats();
             }
         }
     });
 }