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StatusBarOfCircumstance.xaml.cs 3.9 kB

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  1. using System;
  2. using System.Collections.Generic;
  3. using System.Linq;
  4. using System.Text;
  5. using System.Threading.Tasks;
  6. using System.Windows;
  7. using System.Windows.Controls;
  8. using System.Windows.Data;
  9. using System.Windows.Documents;
  10. using System.Windows.Input;
  11. using System.Windows.Media;
  12. using System.Windows.Media.Imaging;
  13. using System.Windows.Shapes;
  14. using Protobuf;
  15. using Preparation.Utility;
  16. namespace Client
  17. {
  18. /// <summary>
  19. /// StatusBarOfCircumstance.xaml 的交互逻辑
  20. /// </summary>
  21. public partial class StatusBarOfCircumstance : UserControl
  22. {
  23. public StatusBarOfCircumstance(Grid parent, int Row, int Column)
  24. {
  25. InitializeComponent();
  26. parent.Children.Add(this);
  27. Grid.SetColumn(this, Column);
  28. Grid.SetColumnSpan(this, 2);
  29. Grid.SetRow(this, Row);
  30. Grid.SetRowSpan(this, 2);
  31. }
  32. public void SetFontSize(double fontsize)
  33. {
  34. if (fontsize != 0)
  35. {
  36. status.FontSize = 13 * fontsize / 12;
  37. time.FontSize = 14 * fontsize / 12;
  38. name.FontSize = 14 * fontsize / 12;
  39. scoresOfStudents.FontSize = scoresOfTrickers.FontSize = fontsize;
  40. }
  41. }
  42. public void SetValue(MessageOfAll obj, bool gateOpened, bool hiddenGateRefreshed, bool hiddenGateOpened, long playerId)
  43. {
  44. int min, sec;
  45. sec = obj.GameTime / 1000;
  46. min = sec / 60;
  47. sec = sec % 60;
  48. time.Text = "Time⏳: " + Convert.ToString(min) + ": ";
  49. if (sec / 10 == 0)
  50. {
  51. time.Text += "0";
  52. time.Text += Convert.ToString(sec);
  53. }
  54. else
  55. {
  56. time.Text += Convert.ToString(sec);
  57. }
  58. if (playerId == GameData.numOfStudent)
  59. {
  60. name.Text = "🚀 Tricker's";
  61. }
  62. else if (playerId < GameData.numOfStudent)
  63. {
  64. name.Text = "🚀 Student" + Convert.ToString(playerId) + "'s";
  65. }
  66. else
  67. {
  68. name.Text = "🚀 Spectator's";
  69. }
  70. if (obj.SubjectFinished < Preparation.Utility.GameData.numOfGeneratorRequiredForRepair)
  71. {
  72. status.Text = "📱: " + Convert.ToString(obj.SubjectFinished) + "\n🚪: ";
  73. }
  74. else
  75. {
  76. status.Text = "📱: Gate can be opened" + "\n🚪: ";
  77. }
  78. if (gateOpened)
  79. {
  80. status.Text += "Open\n🆘: ";
  81. }
  82. else
  83. {
  84. status.Text += "Close\n🆘: ";
  85. }
  86. //if (obj.SubjectFinished >= Preparation.Utility.GameData.numOfGeneratorRequiredForEmergencyExit)
  87. //{
  88. // hiddenGateRefreshed = true;
  89. //}
  90. //if (Preparation.Utility.GameData.numOfStudent == 1 + obj.StudentQuited + obj.StudentGraduated)
  91. //{
  92. // hiddenGateOpened = true;
  93. //}
  94. if (hiddenGateRefreshed)
  95. {
  96. if (hiddenGateOpened)
  97. {
  98. status.Text += "Open\n🏃: ";
  99. }
  100. else
  101. {
  102. status.Text += "Refreshed\n🏃: ";
  103. }
  104. }
  105. else
  106. {
  107. status.Text += "Unrefreshed\n🏃: ";
  108. }
  109. status.Text += Convert.ToString(obj.StudentGraduated) + "\n⚰️: ";
  110. status.Text += Convert.ToString(obj.StudentQuited);
  111. scoresOfStudents.Text = "Scores of Students: " + Convert.ToString(obj.StudentScore);
  112. scoresOfTrickers.Text = "Scores of Tricker: " + Convert.ToString(obj.TrickerScore);
  113. }
  114. }
  115. }