Exemplo n.º 1
0
        /// <summary>
        /// </summary>
        /// <param name="sender"></param>
        /// <param name="e"></param>
        private void OnGameMapChanged(object sender, GameMapChangedEventArgs e)
        {
            OnlineManager.CurrentGame.PlayersReady.Clear();

            Pool.ForEach(x =>
            {
                var p         = x as DrawableMultiplayerPlayer;
                p.Ready.Alpha = 0.35f;
            });
        }
Exemplo n.º 2
0
        /// <summary>
        /// </summary>
        /// <param name="sender"></param>
        /// <param name="e"></param>
        private void OnGameMapChanged(object sender, GameMapChangedEventArgs e)
        {
            // Make sure to clear all the players that don't have the map, as this information is
            // now outdated.
            Game.PlayersWithoutMap.Clear();

            Game.MapMd5               = e.MapMd5;
            Game.AlternativeMd5       = e.AlternativeMd5;
            Game.MapId                = e.MapId;
            Game.MapsetId             = e.MapsetId;
            Game.Map                  = e.Map;
            Game.DifficultyRating     = e.DifficultyRating;
            Game.AllDifficultyRatings = e.AllDifficultyRatings;
            Game.GameMode             = e.GameMode;

            var game = (QuaverGame)GameBase.Game;

            if (game.CurrentScreen.Type == QuaverScreenType.Gameplay || game.CurrentScreen.Type == QuaverScreenType.Results)
            {
                return;
            }

            UpdateContent();
        }
 /// <summary>
 ///     Called when the map has changed. Everyone has their no map icon cleared, as we
 ///     will wait for a new update.
 /// </summary>
 /// <param name="sender"></param>
 /// <param name="e"></param>
 private void OnGameMapChanged(object sender, GameMapChangedEventArgs e)
 {
     NoMapIcon.Visible = false;
     UpdateContent(Item, Index);
 }