public override void Update() { if (!Owner._Object.AmOwner) { return; } if (!HudManager.Instance) { return; } if (Owner._Object.inVent || Owner._Object.Data.IsDead || MeetingHud.Instance || !MindControlButton.isActiveAndEnabled || MindControlButton.isCoolingDown) { ControlMenu?.CloseMenu(); } DrawButtons(); if (MindControlledPlayer != null) { return; } ControlMenu.Update(); if (Input.GetMouseButtonDown(1)) { PerformKill(CrucioButton); } }
private void updateButton_Click_1(object sender, EventArgs e) { if (idText.TextLength == 0 || nameText.TextLength == 0 || priceText.TextLength == 0) { statusLabel.Text = "You need filling all blank"; statusLabel.Visible = true; } else { try { cm.Update(idText.Text, nameText.Text, int.Parse(priceText.Text), oldID); ManageMenu_Load(sender, e); statusLabel.Visible = false; } catch { statusLabel.Text = "ID already exist"; statusLabel.Visible = true; } } }
/// <summary> /// Allows the game to run logic such as updating the world, /// checking for collisions, gathering input, and playing audio. /// </summary> /// /// Select - Layer5 added by Matthew Baldock /// <param name="gameTime">Provides a snapshot of timing values.</param> protected override void Update(GameTime gameTime) { //Allows game to exit. if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed || Keyboard.GetState().IsKeyDown(Keys.Escape)) { Exit(); } //particleEngine.EmitterLocation = new Vector2(Mouse.GetState().X, Mouse.GetState().Y); particleEngine.Update(gameTime); //Update the current state switch (currentGameState) { case GameState.Login: login_menu.Update(gameTime); break; case GameState.MainMenu: main_menu.Update(gameTime); break; case GameState.Multiplayer: multiplayer_menu.Update(gameTime); break; case GameState.Options: options_menu.Update(gameTime); break; case GameState.Credits: credits_menu.Update(gameTime); break; case GameState.CreateLobby: create_lobby_menu.Update(gameTime); break; case GameState.LobbyBrowser: lobby_browser_menu.Update(gameTime); break; case GameState.Lobby: lobby_menu.Update(gameTime); break; case GameState.Playing: gameplayScreen.Update(gameTime); break; case GameState.Select: shipselectionScreen.update(); break; case GameState.ControlMenu: control_menu.Update(gameTime); break; default: break; } base.Update(gameTime); }