/// <summary> /// When the user cancels the main menu, ask if they want to exit the sample. /// </summary> protected override void OnCancel(PlayerIndex playerIndex) { const string message = "Are you sure you want to exit?"; MessageBoxScreen confirmExitMessageBox = new MessageBoxScreen(message); confirmExitMessageBox.Accepted += ConfirmExitMessageBoxAccepted; ScreenManager.AddScreen(confirmExitMessageBox, playerIndex); }
void QuitGameMenuEntrySelected(object sender, PlayerIndexEventArgs e) { const string message = "Are you sure you want to quit this game?"; MessageBoxScreen confirmQuitMessageBox = new MessageBoxScreen(message); confirmQuitMessageBox.Accepted += ConfirmQuitMessageBoxAccepted; ScreenManager.AddScreen(confirmQuitMessageBox, ControllingPlayer); }
void UpgradeWeaponMenuEntrySelected(object sender, PlayerIndexEventArgs e) { string message; if (MenuEntries[0].Selectable) { message = "Upgrade Weapon?"; MessageBoxScreen confirmMessageBox = new MessageBoxScreen(message); confirmMessageBox.Accepted += ConfirmUpgradeWeaponMessageBoxAccepted; ScreenManager.AddScreen(confirmMessageBox, ControllingPlayer); } else { if(Player.ScoreSystem.RunningScore < 500) message = "You don't have enough points to upgrade that item!"; else message = "Can only upgrade this part once per Shop Screen!"; MessageBoxScreen messageBox = new MessageBoxScreen(message); ScreenManager.AddScreen(messageBox, ControllingPlayer); } }
void OkayMenuEntrySelected(object sender, PlayerIndexEventArgs e) { const string message = "Try to beat your High Score!"; MessageBoxScreen confirmQuitMessageBox = new MessageBoxScreen(message); confirmQuitMessageBox.Accepted += ConfirmQuitMessageBoxAccepted; ScreenManager.AddScreen(confirmQuitMessageBox, ControllingPlayer); }