/* * CSTickerMessage.cs * Authors: Bradley R. Blankenship * Copyright (c) 2007-2008 Cornell University This program is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation; either version 2 of the License, or (at your option) any later version. This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with this program; if not, write to the Free Software Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. */ using System; using System.Collections.Generic; using System.Text; using tAC_Engine.GUI; namespace ColonySim.GUI { /// /// Represents a ticker that is displayed to the player whenever messages /// need to be displayed about character actions. /// class CSTickerMessage : GUILabel { #region Fields // The amount of time the ticker should display for float mDisplayTime = 0.0f; // The amount of time we have displayed for float mCurrentTime = 0.0f; #endregion #region Properties /// /// Allow access to the amount of time to display a message. /// public float DisplayTime { get { return mDisplayTime; } set { mDisplayTime = value; } } #endregion #region Update /// /// Update the ticker. /// /// public override void Update(Microsoft.Xna.Framework.GameTime gameTime) { // Base update base.Update(gameTime); // Get the amount of time that has elapsed mCurrentTime += (float)gameTime.ElapsedGameTime.TotalMilliseconds; // If it's greater than us, kill us if (mCurrentTime > mDisplayTime && mDisplayTime != -1) { // Disable and make us invisible Visible = false; } } #endregion #region Behavior /// /// Displays the ticker with the given message. /// /// The current message for the ticker. public void DisplayTicker(string pMessage) { // Set our text Text = pMessage; // reset our counter mCurrentTime = 0.0f; // Set us to be visible Visible = true; } #endregion } }