/// <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); }
/// <summary> /// Event handler for when the user selects ok on the "are you sure /// you want to exit" message box. /// </summary> void ConfirmExitMessageBoxAccepted(object sender, PlayerIndexEventArgs e) { GameStateManagementGame.menuselect.Play(); ScreenManager.Game.Exit(); }
/// <summary> /// Event handler for when the Options menu entry is selected. /// </summary> void controlsMenuEntrySelected(object sender, PlayerIndexEventArgs e) { GameStateManagementGame.menuselect.Play(); ScreenManager.AddScreen(new ControlsScreen(), e.PlayerIndex); }
/// <summary> /// Event handler for when the Play Game menu entry is selected. /// </summary> void PlayGameMenuEntrySelected(object sender, PlayerIndexEventArgs e) { GameStateManagementGame.menuplay.Play(); GameStateManagementGame.gameSongsCue.Stop(new AudioStopOptions()); GameStateManagementGame.music = 0; LoadingScreen.Load(ScreenManager, true, e.PlayerIndex, gamePlayScreen); }
/// <summary> /// Event handler for when the Frobnicate menu entry is selected. /// </summary> void FrobnicateMenuEntrySelected(object sender, PlayerIndexEventArgs e) { frobnicate = !frobnicate; SetMenuEntryText(); }
/// <summary> /// Event handler for when the Elf menu entry is selected. /// </summary> void ElfMenuEntrySelected(object sender, PlayerIndexEventArgs e) { elf++; SetMenuEntryText(); }
/// <summary> /// Event handler for when the Ungulate menu entry is selected. /// </summary> void UngulateMenuEntrySelected(object sender, PlayerIndexEventArgs e) { currentUngulate++; if (currentUngulate > Ungulate.Llama) currentUngulate = 0; SetMenuEntryText(); }
/// <summary> /// Event handler for when the Language menu entry is selected. /// </summary> void LanguageMenuEntrySelected(object sender, PlayerIndexEventArgs e) { currentLanguage = (currentLanguage + 1) % languages.Length; SetMenuEntryText(); }