public void HandleMessage(object sender, Message message) { switch(message.Kind) { case Message.MessageType.MenuMessage: { var msg = (MenuMessage)message; parentMenu = Menu; Menu = msg.Value; } break; case Message.MessageType.LogicMessage: { LogicMessage msg = (LogicMessage)message; if (msg.Kind == LogicMessage.MessageType.GameMessage) { Enabled = !Enabled; Visible = !Visible; } } break; } //TODO: handle Messages }
public void HandleMessage(object sender, Message message) { if (message.Kind == Message.MessageType.InputMessage) { // Pass input messages to the respective ball controllers InputMessage msg = (InputMessage)message; if(msg.Player != null && BallControllers.ContainsKey(msg.Player)) { BallControllers[msg.Player].HandleMessage(sender, msg); } } if (message.Kind == Message.MessageType.LogicMessage) { LogicMessage msg = (LogicMessage)message; if (msg.Kind == LogicMessage.MessageType.GameMessage) { Enabled = !Enabled; if (Enabled && Game.Match.State != SessionState.Finished) Game.Match.State = SessionState.Running; else { Game.Match.State = SessionState.Paused; } } } }
public void HandleMessage(object sender, Message message) { if (message.Kind == Message.MessageType.InputMessage) { InputMessage msg = (InputMessage)message; processInput(msg); } }
public void HandleMessage(object sender, Message message) { if (message.Kind == Message.MessageType.MenuMessage) { var msg = (MenuMessage)message; parentMenu = menu; menu = msg.Value; } if (message.Kind == Message.MessageType.LogicMessage) { LogicMessage msg = (LogicMessage)message; if (msg.Kind == LogicMessage.MessageType.GameMessage) { Enabled = !Enabled; Visible = !Visible; } } //TODO: handle Messages }
public void HandleInputMessage(object sender, Message message) { if (message.Kind != Messages.Message.MessageType.InputMessage) return; if (((InputMessage)message).Kind == InputMessage.MessageType.ControlsConsole && ((InputMessage)message).Pressed.Value) RaiseMessageEvent(new LogicMessage(LogicMessage.MessageType.PerformanceMessage)); switch (state) { case GameState.MenuState: MenuLogic((InputMessage) message); break; case GameState.SimulationState: GameLogic((InputMessage) message); break; default: throw new ArgumentOutOfRangeException(); } CheckInputMode((InputTranslator)sender); }
public void HandleMessage(object sender, Message message) { if (message.Kind == Message.MessageType.InputMessage) { // Pass input messages to the respective ball controllers InputMessage msg = (InputMessage)message; // When using turn mode in hot-seat, direct all input messages to the active player if (Session.UsePlayerTurns && Session.ActivePlayer != null && ActiveControllers.ContainsKey(Session.ActivePlayer)) { ActiveControllers[Session.ActivePlayer]?.HandleMessage(sender, msg); } // Otherwise, redirect input messages to the player given by msg.Player else if(msg.Player != null && ActiveControllers.ContainsKey(msg.Player) && ActiveControllers.ContainsKey(msg.Player)) { ActiveControllers[msg.Player]?.HandleMessage(sender, msg); } } if (message.Kind == Message.MessageType.LogicMessage) { LogicMessage msg = (LogicMessage)message; if (msg.Kind == LogicMessage.MessageType.GameMessage) { Enabled = !Enabled; if (Enabled && Game.Match.State != SessionState.Finished) Game.Match.State = SessionState.Running; else { Ballz.The().Services.GetService<SoundControl>().PlaySound(SoundControl.DeclineSound); Game.Match.State = SessionState.Paused; } } } }
public void HandleNetworkMessage(object sender, Message message) { if (message.Kind != Messages.Message.MessageType.NetworkMessage) return; var msg = (NetworkMessage)message; switch (msg.Kind) { case NetworkMessage.MessageType.ConnectedToServer: //TODO: show lobby!!!!<<<<<<<<<<<<<<<<<<<<<<<<< //startGame (); break; } }
protected virtual void RaiseMessageEvent(Message msg) { Message?.Invoke(this, msg); }
public void HandleMessage(object sender, Message msg) { if (msg.Kind == Message.MessageType.LogicMessage) { if (((LogicMessage)msg).Kind == LogicMessage.MessageType.PerformanceMessage) { Visible = !Visible; } } }
public void HandleMessage(object sender, Message message) { if (message.Kind == Message.MessageType.LogicMessage) { LogicMessage msg = (LogicMessage)message; if (msg.Kind == LogicMessage.MessageType.GameMessage) { Enabled = !Enabled; } } }
public void HandleMessage(object sender, Message message) { //TODO: handle Messages }
public override void HandleMessage(object sender, Message message) { base.HandleMessage(sender, message); InputMessage input = message as InputMessage; if (input?.Pressed ?? false) { controlInput = input.Kind; } }
protected virtual void RaiseMessageEvent(Message msg) { Message?.Invoke(this, msg); if(state == GameState.MenuState) Ballz.The().Services.GetService<SoundControl>().StartMusic(SoundControl.MenuMusic); else Ballz.The().Services.GetService<SoundControl>().StopMusic(SoundControl.MenuMusic); }
public void HandleMessage(object sender, Message message) { //throw new NotImplementedException (); if (message.Kind != Message.MessageType.LogicMessage) return; LogicMessage msg = (LogicMessage)message; //see if the message was meant for us if (msg.Kind == LogicMessage.MessageType.GameMessage) { Enabled = !Enabled; Visible = !Visible; } }