示例#1
0
        /*
         * @param machineGrade: '0' is $1 slot machine, '1' is $5, '2' is $10
         */
        private void MachineTypeInit(byte machineGrade)
        {
            // customise wheel textures by machine type
            switch (machineGrade)
            {
            case 0:
                Wheel1.Texture                 = Wheel1Image;
                Wheel2.Texture                 = Wheel1Image;
                Wheel3.Texture                 = Wheel1Image;
                ActiveWheelTexture             = Wheel1Image;
                PayoutTableColumn1Row1.Texture = Wheel1LegendImage;
                PayoutTableColumn1Row2.Texture = Wheel1LegendImage;
                PayoutTableColumn1Row3.Texture = Wheel1LegendImage;
                PayoutTableColumn1Row4.Texture = Wheel1LegendImage;
                PayoutTableColumn2Row1.Texture = Wheel1LegendImage;
                PayoutTableColumn2Row2.Texture = Wheel1LegendImage;
                PayoutTableColumn2Row3.Texture = Wheel1LegendImage;
                PayoutTableColumn2Row4.Texture = Wheel1LegendImage;
                PayoutTable1.X                -= 72;
                PayoutTable1.Y                -= 5;
                PayoutTable2.Visible           = false;
                PayoutTable3.Visible           = false;
                ActivePayoutTable              = PayoutTable1;
                EachBet = 1;
                break;

            case 1:
                Wheel1.Texture                 = Wheel2Image;
                Wheel2.Texture                 = Wheel2Image;
                Wheel3.Texture                 = Wheel2Image;
                ActiveWheelTexture             = Wheel2Image;
                PayoutTableColumn1Row1.Texture = Wheel2LegendImage;
                PayoutTableColumn1Row2.Texture = Wheel2LegendImage;
                PayoutTableColumn1Row3.Texture = Wheel2LegendImage;
                PayoutTableColumn1Row4.Texture = Wheel2LegendImage;
                PayoutTableColumn2Row1.Texture = Wheel2LegendImage;
                PayoutTableColumn2Row2.Texture = Wheel2LegendImage;
                PayoutTableColumn2Row3.Texture = Wheel2LegendImage;
                PayoutTableColumn2Row4.Texture = Wheel2LegendImage;
                PayoutTable2.X                -= 30;
                PayoutTable2.Y                -= 5;
                PayoutTable1.Visible           = false;
                PayoutTable3.Visible           = false;
                ActivePayoutTable              = PayoutTable2;
                EachBet = 5;
                break;

            case 2:
                Wheel1.Texture                 = Wheel3Image;
                Wheel2.Texture                 = Wheel3Image;
                Wheel3.Texture                 = Wheel3Image;
                ActiveWheelTexture             = Wheel3Image;
                PayoutTableColumn1Row1.Texture = Wheel3LegendImage;
                PayoutTableColumn1Row2.Texture = Wheel3LegendImage;
                PayoutTableColumn1Row3.Texture = Wheel3LegendImage;
                PayoutTableColumn1Row4.Texture = Wheel3LegendImage;
                PayoutTableColumn2Row1.Texture = Wheel3LegendImage;
                PayoutTableColumn2Row2.Texture = Wheel3LegendImage;
                PayoutTableColumn2Row3.Texture = Wheel3LegendImage;
                PayoutTableColumn2Row4.Texture = Wheel3LegendImage;
                PayoutTable3.X                -= 32;
                PayoutTable3.Y                -= 5;
                PayoutTable1.Visible           = false;
                PayoutTable2.Visible           = false;
                ActivePayoutTable              = PayoutTable3;
                EachBet = 10;
                break;

            default:
                break;
            }
            // customise the chips texture
            Chips.SetBounds(machineGrade * 27, 0, 27, 20);
            // customise bet text
            BetText.Alignment = TextAlignment.Center;
            BetText.Mode      = UITextEditMode.ReadOnly;
            Add(BetText);
            CurrentBet   = 1;
            DisplayedBet = CurrentBet * EachBet;
            UpdateBetText();
        }