Beyond_Beyaan.Screens.ResearchScreen.MouseUp C# (CSharp) Метод

MouseUp() публичный Метод

public MouseUp ( int x, int y ) : bool
x int
y int
Результат bool
        public override bool MouseUp(int x, int y)
        {
            bool result = false;
            for (int i = 0; i < _techFieldButtons.Length; i++)
            {
                if (_techFieldButtons[i].MouseUp(x, y))
                {
                    switch (i)
                    {
                        case 0: RefreshResearchedTechs(TechField.COMPUTER);
                            break;
                        case 1: RefreshResearchedTechs(TechField.CONSTRUCTION);
                            break;
                        case 2: RefreshResearchedTechs(TechField.FORCE_FIELD);
                            break;
                        case 3: RefreshResearchedTechs(TechField.PLANETOLOGY);
                            break;
                        case 4: RefreshResearchedTechs(TechField.PROPULSION);
                            break;
                        case 5: RefreshResearchedTechs(TechField.WEAPON);
                            break;
                    }
                    result = true;
                }
            }
            for (int i = 0; i < _techLockButtons.Length; i++)
            {
                if (_techLockButtons[i].MouseUp(x, y))
                {
                    switch (i)
                    {
                        case 0:
                            _gameMain.EmpireManager.CurrentEmpire.TechnologyManager.ComputerLocked = !_gameMain.EmpireManager.CurrentEmpire.TechnologyManager.ComputerLocked;
                            break;
                        case 1:
                            _gameMain.EmpireManager.CurrentEmpire.TechnologyManager.ConstructionLocked = !_gameMain.EmpireManager.CurrentEmpire.TechnologyManager.ConstructionLocked;
                            break;
                        case 2:
                            _gameMain.EmpireManager.CurrentEmpire.TechnologyManager.ForceFieldLocked = !_gameMain.EmpireManager.CurrentEmpire.TechnologyManager.ForceFieldLocked;
                            break;
                        case 3:
                            _gameMain.EmpireManager.CurrentEmpire.TechnologyManager.PlanetologyLocked = !_gameMain.EmpireManager.CurrentEmpire.TechnologyManager.PlanetologyLocked;
                            break;
                        case 4:
                            _gameMain.EmpireManager.CurrentEmpire.TechnologyManager.PropulsionLocked = !_gameMain.EmpireManager.CurrentEmpire.TechnologyManager.PropulsionLocked;
                            break;
                        case 5:
                            _gameMain.EmpireManager.CurrentEmpire.TechnologyManager.WeaponLocked = !_gameMain.EmpireManager.CurrentEmpire.TechnologyManager.WeaponLocked;
                            break;
                    }
                    RefreshLockedStatus();
                }
            }
            for (int i = 0; i < _techSliders.Length; i++)
            {
                if (_techSliders[i].MouseUp(x, y))
                {
                    TechField whichField = TechField.COMPUTER;
                    switch (i)
                    {
                        case 1: whichField = TechField.CONSTRUCTION;
                            break;
                        case 2: whichField = TechField.FORCE_FIELD;
                            break;
                        case 3: whichField = TechField.PLANETOLOGY;
                            break;
                        case 4: whichField = TechField.PROPULSION;
                            break;
                        case 5: whichField = TechField.WEAPON;
                            break;
                    }
                    _gameMain.EmpireManager.CurrentEmpire.TechnologyManager.SetPercentage(whichField, _techSliders[i].TopIndex);
                    RefreshSliders();
                    RefreshProgressLabels();
                }
            }
            if (!base.MouseUp(x, y))
            {
                //Clicked outside window, close the window
                if (CloseWindow != null)
                {
                    CloseWindow();
                    return true;
                }
            }
            return result;
        }