/// <summary> /// A player looking for a new color will call this; they'll swap /// their current texture for a different available texture. /// </summary> /// <param name="texturetobeswitched">The texture the player currently has</param> /// <returns></returns> public SelectionContent GetColor(SelectionContent texturetobeswitched, bool l) { if (availableSelections.Count > 0) { soundMenuC.Play(); int pop = 0; int push = availableSelections.Count - 1; if (l) { pop = push; push = 0; } SelectionContent t = availableSelections[pop]; availableSelections.RemoveAt(pop); availableSelections.Insert(push, texturetobeswitched); return(t); } else { return(null); } }
public void ChangeIndex(int playerIndex, KeyPressed key) { if (!ready) { if (key == KeyPressed.Left) selection = popup.GetColor(selection, true); else if (key == KeyPressed.Right) selection = popup.GetColor(selection, false); } }
public void ChangeIndex(int playerIndex, KeyPressed key) { if (!ready) { if (key == KeyPressed.Left) { selection = popup.GetColor(selection, true); } else if (key == KeyPressed.Right) { selection = popup.GetColor(selection, false); } } }
/// <summary> /// A player looking for a new color will call this; they'll swap /// their current texture for a different available texture. /// </summary> /// <param name="texturetobeswitched">The texture the player currently has</param> /// <returns></returns> public SelectionContent GetColor(SelectionContent texturetobeswitched, bool l) { if (availableSelections.Count > 0) { soundMenuC.Play(); int pop = 0; int push = availableSelections.Count - 1; if (l) { pop = push; push = 0; } SelectionContent t = availableSelections[pop]; availableSelections.RemoveAt(pop); availableSelections.Insert(push, texturetobeswitched); return t; } else return null; }