Server LuaCsForBarotrauma
Screen.cs
1
namespace
Barotrauma
2
{
3
abstract
partial class
Screen
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{
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public
static
Screen
Selected
{
get
;
private
set
; }
6
7
public
static
void
SelectNull
()
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{
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Selected
=
null
;
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}
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public
virtual
void
Deselect
()
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{
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}
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public
virtual
void
Select
()
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{
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if
(
Selected
!=
null
&&
Selected
!=
this
)
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{
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Selected
.
Deselect
();
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#if CLIENT
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GameMain
.ParticleManager.ClearParticles();
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GUIContextMenu.CurrentContextMenu =
null
;
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GUI.ClearCursorWait();
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//make sure any textbox in the previously selected screen doesn't stay selected
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if
(GUI.KeyboardDispatcher.Subscriber != DebugConsole.TextBox)
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{
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GUI.KeyboardDispatcher.Subscriber =
null
;
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GUI.ScreenChanged =
true
;
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}
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SubmarinePreview.Close();
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// Make sure the saving indicator is disabled when returning to main menu or lobby
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if
(
this
==
GameMain
.MainMenuScreen ||
this
==
GameMain
.
NetLobbyScreen
)
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{
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GUI.DisableSavingIndicatorDelayed();
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}
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GameMain
.ResetIMEWorkaround();
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#endif
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}
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#if CLIENT
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GUI.SettingsMenuOpen =
false
;
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#endif
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Selected
=
this
;
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}
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public
virtual
Camera
Cam
=>
null
;
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public
virtual
bool
IsEditor
=>
false
;
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public
virtual
void
Update
(
double
deltaTime)
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{
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}
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}
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}
Barotrauma.Camera
Definition:
Camera.cs:8
Barotrauma.GameMain
Definition:
GameMain.cs:20
Barotrauma.GameMain.NetLobbyScreen
static NetLobbyScreen NetLobbyScreen
Definition:
GameMain.cs:57
Barotrauma.Screen
Definition:
Screen.cs:4
Barotrauma.Screen.IsEditor
virtual bool IsEditor
Definition:
Screen.cs:50
Barotrauma.Screen.Selected
static Screen Selected
Definition:
Screen.cs:5
Barotrauma.Screen.Cam
virtual Camera Cam
Definition:
Screen.cs:48
Barotrauma.Screen.Select
virtual void Select()
Definition:
Screen.cs:16
Barotrauma.Screen.SelectNull
static void SelectNull()
Definition:
Screen.cs:7
Barotrauma.Screen.Update
virtual void Update(double deltaTime)
Definition:
Screen.cs:52
Barotrauma.Screen.Deselect
virtual void Deselect()
Definition:
Screen.cs:12
Barotrauma
Definition:
AchievementManager.cs:12
Barotrauma
BarotraumaShared
SharedSource
Screens
Screen.cs
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1.9.1