private void OnDestroy() { GameModeMessage message = new GameModeMessage(); message.Mode = GameMode.None; Message.Send <GameModeMessage>(message); }
/// <summary> /// /// </summary> /// <param name="Message"></param> protected override void HandleGameModeMessage(GameModeMessage Message) { base.HandleGameModeMessage(Message); switch ((MessageTypeGameMode)Message.PI) { case MessageTypeGameMode.Player: HandlePlayerMessage((PlayerMessage)Message); break; case MessageTypeGameMode.Said: HandleSaidMessage((SaidMessage)Message); break; case MessageTypeGameMode.Offer: HandleOfferMessage((OfferMessage)Message); break; case MessageTypeGameMode.CounterOffer: HandleCounterOfferMessage((CounterOfferMessage)Message); break; case MessageTypeGameMode.Create: HandleCreateMessage((CreateMessage)Message); break; } }
/// <summary> /// Internally handle some GameModeMessages /// </summary> /// <param name="Message"></param> protected void HandleGameModeMessage(GameModeMessage Message) { switch ((MessageTypeGameMode)Message.PI) { case MessageTypeGameMode.EchoPing: rtt = (DateTime.Now - lastPingSent).Milliseconds; break; case MessageTypeGameMode.Wait: timPing.Stop(); connectionState = ConnectionState.Waiting; Logger.Log(MODULENAME, LogType.Info, "ConnectionState: Waiting"); break; case MessageTypeGameMode.Unwait: timPing.Start(); connectionState = ConnectionState.Playing; Logger.Log(MODULENAME, LogType.Info, "ConnectionState: Playing"); break; case MessageTypeGameMode.Quit: isQuitting = false; break; } }
/// <summary> /// /// </summary> /// <param name="Message"></param> protected override void HandleGameModeMessage(GameModeMessage Message) { base.HandleGameModeMessage(Message); switch ((MessageTypeGameMode)Message.PI) { case MessageTypeGameMode.Message: HandleMessageMessage((MessageMessage)Message); break; } }
/// <summary> /// Internally handle some GameModeMessages /// </summary> /// <param name="Message"></param> protected void HandleGameModeMessage(GameModeMessage Message) { switch ((MessageTypeGameMode)Message.PI) { case MessageTypeGameMode.EchoPing: rtt = (int)(DateTime.Now - lastPingSent).TotalMilliseconds; #if !VANILLA && !OPENMERIDIAN // use this as trigger to see if UDP pings timed out double msSinceUdpEcho = (DateTime.Now - lastEchoUdpRecv).TotalMilliseconds; if (useUdp && msSinceUdpEcho > UDPTIMEOUT) { useUdp = false; Logger.Log(MODULENAME, LogType.Warning, "No UDP Ping echos received, disabling UDP transmission."); } #endif break; case MessageTypeGameMode.Wait: timPing.Stop(); connectionState = ConnectionState.Waiting; Logger.Log(MODULENAME, LogType.Info, "ConnectionState: Waiting"); break; case MessageTypeGameMode.Unwait: lastEchoUdpRecv = DateTime.Now; timPing.Start(); connectionState = ConnectionState.Playing; Logger.Log(MODULENAME, LogType.Info, "ConnectionState: Playing"); break; case MessageTypeGameMode.Quit: isQuitting = false; break; #if !VANILLA && !OPENMERIDIAN case MessageTypeGameMode.EchoUdpPing: if (!useUdp) { Logger.Log(MODULENAME, LogType.Info, "Enabling UDP again after failed state."); } useUdp = true; lastEchoUdpRecv = DateTime.Now; break; #endif } }
private void OnButtonClicked(MeshButton clickedButton) { GameMode newMode; if (clickedButton.IsSelected) { newMode = GameMode.None; clickedButton.SetSelected(false); } else { switch (clickedButton.ButtonName) { case "target": newMode = GameMode.Target; break; case "destroy": newMode = GameMode.Delete; break; default: newMode = GameMode.Spawn; break; } foreach (MeshButton button in buttons) { button.SetSelected(button == clickedButton); } } GameModeMessage message = new GameModeMessage(); message.Mode = newMode; Message.Send <GameModeMessage>(message); }
/// <summary> /// Will be executed for any new GameMode message from the server /// </summary> /// <param name="Message"></param> protected abstract void HandleGameModeMessage(GameModeMessage Message);
/// <summary> /// /// </summary> /// <param name="Message"></param> protected override void HandleGameModeMessage(GameModeMessage Message) { base.HandleGameModeMessage(Message); }
private void OnGameModeChange(GameModeMessage m) { enabled = m.Mode == GetGameMode(); }
private void OnGameModeChange(GameModeMessage m) { enabled = m.Mode == GameMode.Spawn; }
/// <summary> /// Will be executed for any new GameMode message from the server /// </summary> /// <param name="Message"></param> protected virtual void HandleGameModeMessage(GameModeMessage Message) { switch ((MessageTypeGameMode)Message.PI) { case MessageTypeGameMode.Player: // 130 HandlePlayerMessage((PlayerMessage)Message); break; case MessageTypeGameMode.Stat: // 131 HandleStatMessage((StatMessage)Message); break; case MessageTypeGameMode.StatGroup: // 132 HandleStatGroupMessage((StatGroupMessage)Message); break; case MessageTypeGameMode.RoomContents: // 134 HandleRoomContentsMessage((RoomContentsMessage)Message); break; case MessageTypeGameMode.ObjectContents: // 135 HandleObjectContentsMessage((ObjectContentsMessage)Message); break; case MessageTypeGameMode.CharInfo: // 140 HandleCharInfoMessage((CharInfoMessage)Message); break; case MessageTypeGameMode.Spells: // 141 HandleSpellsMessage((SpellsMessage)Message); break; case MessageTypeGameMode.SpellAdd: // 142 HandleSpellAddMessage((SpellAddMessage)Message); break; case MessageTypeGameMode.AddEnchantment: // 147 HandleAddEnchantmentMessage((AddEnchantmentMessage)Message); break; case MessageTypeGameMode.Background: // 150 HandleBackgroundMessage((BackgroundMessage)Message); break; case MessageTypeGameMode.PlayerOverlay: // 151 HandlePlayerOverlay((PlayerOverlayMessage)Message); break; case MessageTypeGameMode.UserCommand: // 155 HandleUserCommandMessage((UserCommandMessage)Message); break; case MessageTypeGameMode.PlayWave: // 170 HandlePlayWaveMessage((PlayWaveMessage)Message); break; case MessageTypeGameMode.PlayMusic: // 171 HandlePlayMusicMessage((PlayMusicMessage)Message); break; case MessageTypeGameMode.PlayMidi: // 172 HandlePlayMidiMessage((PlayMidiMessage)Message); break; #if !VANILLA case MessageTypeGameMode.StopWave: // 173 HandleStopWave((StopWaveMessage)Message); break; #endif case MessageTypeGameMode.LookNewsGroup: // 180 HandleLookNewsGroupMessage((LookNewsGroupMessage)Message); break; case MessageTypeGameMode.LookSpell: // 191 HandleLookSpellMessage((LookSpellMessage)Message); break; case MessageTypeGameMode.LookSkill: // 192 HandleLookSkillMessage((LookSkillMessage)Message); break; case MessageTypeGameMode.QuestUIList: // 199 HandleQuestUIListMessage((QuestUIListMessage)Message); break; case MessageTypeGameMode.Shoot: // 202 HandleShootMessage((ShootMessage)Message); break; case MessageTypeGameMode.Look: // 207 HandleLookMessage((LookMessage)Message); break; case MessageTypeGameMode.Inventory: // 208 HandleInventoryMessage((InventoryMessage)Message); break; case MessageTypeGameMode.InventoryAdd: // 209 HandleInventoryAddMessage((InventoryAddMessage)Message); break; case MessageTypeGameMode.Offer: // 211 HandleOfferMessage((OfferMessage)Message); break; case MessageTypeGameMode.Offered: // 213 HandleOfferedMessage((OfferedMessage)Message); break; case MessageTypeGameMode.CounterOffer: // 214 HandleCounterOfferMessage((CounterOfferMessage)Message); break; case MessageTypeGameMode.CounterOffered: // 215 HandleCounterOfferedMessage((CounterOfferedMessage)Message); break; case MessageTypeGameMode.BuyList: // 216 HandleBuyListMessage((BuyListMessage)Message); break; case MessageTypeGameMode.Create: // 217 HandleCreateMessage((CreateMessage)Message); break; case MessageTypeGameMode.Change: // 219 HandleChangeMessage((ChangeMessage)Message); break; case MessageTypeGameMode.ChangeTexture: // 227 HandleChangeTextureMessage((ChangeTextureMessage)Message); break; } }
private void OnGameModeChange(GameModeMessage m) { leftDragEnabled = m.Mode == GameMode.None; }