/// <summary> /// Shows a dialog showing a win message /// </summary> void DisplayWin() { var dialog = new WinDialog(); dialog.ShowDialog(); Reset(); }
public override void ShowDetailDialog(object param) { WinDialog = WinCreate(); Messenger.DefaultMessenger.Send(new SelectedIntervalMessage((int)param)); WinDialog?.ShowDialog(); }
internal void OnEnemyDeath() { if (EnemiesStillAlive() <= 0) { currentDialogInProgress = new WinDialog(4f, this); WinDialog dialog = currentDialogInProgress as WinDialog; dialog.DoDialog(); } }
public override void ShowDetailDialog(object param) { WinDialog = WinCreate(); var metadata = param as PictureMetaDataTransmission; Messenger.DefaultMessenger.Send(new SelectedMetadataMessage(metadata)); WinDialog?.ShowDialog(); }
public override void ShowDetailDialog(object param) { WinDialog = WinCreate(); var mode = (SelectedStretchMode)param; Messenger.DefaultMessenger.Send(new SelectedStretchModeMessage(mode)); WinDialog?.ShowDialog(); }
public static void ShowYesOrNoDialog(this string msg, Action yesAction = null, Action noAction = null) { WinDialog dialog = new WinDialog(msg); if (dialog.ShowDialog().Value) { yesAction?.Invoke(); } else { noAction?.Invoke(); } }
public static void ShowDialog(this string msg) { WinDialog dialog = new WinDialog(msg); dialog.ShowDialog(); }
protected override void Awake() { base.Awake(); instance = this; nextClick.enabled = false; }
private void WaitForAllToFinish() { var localPlayer = Storage.NetworkSession.LocalGamers[0].Tag as LocalPlayer; if(localPlayer == null) { return; } var anyNotWaiting = false; foreach(var gamer in Storage.NetworkSession.AllGamers) { var phase = (gamer.Tag as Player).Phase; if(phase != GamePhases.Done && phase != GamePhases.Phase1) { anyNotWaiting = true; } } if(!anyNotWaiting) { if(_primaryAIcon != null) { Game.Components.Add(_primaryAIcon); } if(_primaryBIcon != null) { Game.Components.Add(_primaryBIcon); } Game.Components.Add(_redSandMeter); Game.Components.Add(_blueSandMeter); localPlayer.Phase = GamePhases.Phase1; Cursor.Hide(); if(_winDialog != null) { Game.Components.Remove(_winDialog); _winDialog = null; } StartTimer(); foreach(var particle in Storage.SandParticles.Particles) { particle.Value.OnFire = true; particle.Value.Fire = (byte)Storage.Random.Next(0, 255); } } }