/// <summary> /// Adds/updates some default response data. /// </summary> public static void UpdateResponseData() { RegisterResponseData(kSignatureKey, GetSignature()); RegisterResponseData(kPortKey, singleton.gameServerPortNumber.ToString()); RegisterResponseData(kNumPlayersKey, NumPlayers.ToString()); RegisterResponseData(kMaxNumPlayersKey, MaxNumPlayers.ToString()); RegisterResponseData(kMapNameKey, UnityEngine.SceneManagement.SceneManager.GetActiveScene().name); }
public InterleavedFieldManager(GameWindow window, NumPlayers players) : base(window) { this.players = players; this.logic = new FieldLogic[(int)players]; this.renderer = new FieldRenderer[(int)players]; for (int i = 0; i < (int)players; i++) { this.logic[i] = new FieldLogic(window, renderer[i] = new FieldRenderer(window, positions[(int)players - 1][i]) { Enabled = true, Visible = players == NumPlayers.OnePlayer }, (CoordinatedInputManager.PlayerNumber)(i + 1)) { Enabled = true, Visible = false }; this.Components.Add(logic[i]); this.Components.Add(renderer[i]); } }
//------------------------------------------------------------------------------ // Constructor: InputManager // Author: nholmes // Summary: constructs a new input manager - specify the number of players you // wish to support //------------------------------------------------------------------------------ public InputManager(NumPlayers numPlayers) { // store the requested number of inputs this.numPlayers = (int)numPlayers; // create arrays to hold current input states for each player currentKeyboardStates = new KeyboardState[this.numPlayers]; currentGamePadStates = new GamePadState[this.numPlayers]; // create arrays to hold previos input states for each player previousKeyboardStates = new KeyboardState[this.numPlayers]; previousGamePadStates = new GamePadState[this.numPlayers]; // crete an array to hold pad connection history gamePadWasConnected = new bool[this.numPlayers]; }
public string GetField(int field) { switch (field) { case 0: return(HostName); case 1: return(GameName); case 2: return(GameVersion); case 3: return(MapName); case 4: return(GameType); case 5: return(GameVariant); case 6: return(NumPlayers.ToString()); case 7: return(MaxPlayers.ToString()); case 8: return(GameMode); case 9: return((Password ? 1 : 0).ToString()); case 10: return(TimeLimit.ToString()); case 11: return(RoundTime.ToString()); case 12: return(HostPort.ToString()); case 13: return((Dedicated ? 1 : 0).ToString()); case 14: return((Ranked ? 1 : 0).ToString()); case 15: return((AntiCheat ? 1 : 0).ToString()); case 16: return(OS); case 17: return((BattleRecorder ? 1 : 0).ToString()); case 18: return(BRIndex); case 19: return(BRDownload); case 20: return((Voip ? 1 : 0).ToString()); case 21: return((AutoBalance ? 1 : 0).ToString()); case 22: return((FriendlyFire ? 1 : 0).ToString()); case 23: return(TKMode); case 24: return(StartDelay.ToString()); case 25: return(SpawnTime.ToString("0.000000", CultureInfo.InvariantCulture)); case 26: return(ServerText); case 27: return(ServerLogo); case 28: return(CommunityWebsite); case 29: return(ScoreLimit.ToString()); case 30: return(TicketRatio.ToString()); case 31: return(TeamRatio.ToString("0.000000", CultureInfo.InvariantCulture)); case 32: return(Team1Name); case 33: return(Team2Name); case 34: return((CoopEnabled ? 1 : 0).ToString()); case 35: return((Pure ? 1 : 0).ToString()); case 36: return(MapSize.ToString()); case 37: return((Unlocks ? 1 : 0).ToString()); case 38: return(Fps.ToString()); case 39: return((Plasma ? 1 : 0).ToString()); case 40: return(ReservedSlots.ToString()); case 41: return(CoopBotRatio.ToString()); case 42: return(CoopBotCount.ToString()); case 43: return(CoopBotDifficulty.ToString()); case 44: return((NoVehicles ? 1 : 0).ToString()); default: return(""); } }
private void NumPlayers_OnTapped(object sender, EventArgs e) { NumPlayers.Focus(); }