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// ==================================================================== // Class: TribesGui.TribesMainMenu // // Menu to load map from entry screen. // ==================================================================== class TribesDifficultyMenu extends TribesGUIPage ; var(TribesGui) private EditInline Config GUIButton EasyButton "A component of this page which has its behavior defined in the code for this page's class."; var(TribesGui) private EditInline Config GUIButton NormalButton "A component of this page which has its behavior defined in the code for this page's class."; var(TribesGui) private EditInline Config GUIButton HardButton "A component of this page which has its behavior defined in the code for this page's class."; var(TribesGui) private EditInline Config GUIButton CancelButton "A component of this page which has its behavior defined in the code for this page's class."; function InitComponent(GUIComponent MyOwner) { Super.InitComponent(MyOwner); EasyButton.OnClick=InternalOnClick; NormalButton.OnClick=InternalOnClick; HardButton.OnClick=InternalOnClick; CancelButton.OnClick=InternalOnClick; bEscapeable = true; PageOpenedAfterEscape = class'GameEngine'.default.MainMenuClass; } function InternalOnClick(GUIComponent Sender) { local int difficulty; switch (Sender) { case EasyButton: difficulty = 0; break; case NormalButton: difficulty = 1; break; case HardButton: difficulty = 2; break; case CancelButton: Controller.CloseMenu(); Controller.OpenMenu(class'GameEngine'.default.MainMenuClass); return; } if (!TribesGUIController(Controller).StartNewCampaign(difficulty)) { Log("Campaign error: no campaign has been defined"); } } defaultproperties { } |
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