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//------------------------------------------------------------------------------
// <auto-generated>
// This code was generated by a tool.
// Runtime Version:2.0.50727.1434
//
// Changes to this file may cause incorrect behavior and will be lost if
// the code is regenerated.
// </auto-generated>
//------------------------------------------------------------------------------
namespace GameExample.Properties {
using System;
/// <summary>
/// A strongly-typed resource class, for looking up localized strings, etc.
/// </summary>
// This class was auto-generated by the StronglyTypedResourceBuilder
// class via a tool like ResGen or Visual Studio.
// To add or remove a member, edit your .ResX file then rerun ResGen
// with the /str option, or rebuild your VS project.
[global::System.Diagnostics.DebuggerNonUserCodeAttribute()]
internal class Resources {
private static global::System.Resources.ResourceManager resourceMan;
private static global::System.Globalization.CultureInfo resourceCulture;
internal Resources() {
}
/// <summary>
/// Returns the cached ResourceManager instance used by this class.
/// </summary>
[global::System.ComponentModel.EditorBrowsableAttribute(global::System.ComponentModel.EditorBrowsableState.Advanced)]
internal static global::System.Resources.ResourceManager ResourceManager {
get {
if (object.ReferenceEquals(resourceMan, null)) {
global::System.Resources.ResourceManager temp = new global::System.Resources.ResourceManager("GameExample.Properties.Resources", typeof(Resources).Assembly);
resourceMan = temp;
}
return resourceMan;
}
}
/// <summary>
/// Overrides the current thread's CurrentUICulture property for all
/// resource lookups using this strongly typed resource class.
/// </summary>
[global::System.ComponentModel.EditorBrowsableAttribute(global::System.ComponentModel.EditorBrowsableState.Advanced)]
internal static global::System.Globalization.CultureInfo Culture {
get {
return resourceCulture;
}
set {
resourceCulture = value;
}
}
internal static System.Drawing.Bitmap CloudBase {
get {
object obj = ResourceManager.GetObject("CloudBase", resourceCulture);
return ((System.Drawing.Bitmap)(obj));
}
}
/// <summary>
/// Looks up a localized string similar to The object is to control the most squares at the end of the game. A move can only be made if there is an adjacent enemy square that has another player square in a straight line behind it. Only valid moves can be made, if a player does not have a valid move then their turn is skipped..
/// </summary>
internal static string HelpMessage {
get {
return ResourceManager.GetString("HelpMessage", resourceCulture);
}
}
internal static byte[] InvalidMove {
get {
object obj = ResourceManager.GetObject("InvalidMove", resourceCulture);
return ((byte[])(obj));
}
}
internal static byte[] Move {
get {
object obj = ResourceManager.GetObject("Move", resourceCulture);
return ((byte[])(obj));
}
}
internal static byte[] Skip {
get {
object obj = ResourceManager.GetObject("Skip", resourceCulture);
return ((byte[])(obj));
}
}
internal static byte[] Start {
get {
object obj = ResourceManager.GetObject("Start", resourceCulture);
return ((byte[])(obj));
}
}
}
}
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