/// <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; }); }
/// <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e) { // Make sure to clear all the players that don't have the map, as this information is // now outdated.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); }