public PlayerInputHandler(IActionMenu aM, PlayerInputState inputState, GameState g)
    {
        _actionMenu = aM;
        _gameState  = g;
        _inputState = inputState;

        _inputState.IsEscapeAction = _gameState.NextPlayer;
    }
Beispiel #2
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 ActionMenuState(IActionMenu aM, BaseUnit unit, PlayerInputState iS)
 {
     _actionMenu = aM;
     _unit       = unit;
     _inputState = iS;
     _inputState.IsCancelAction    = Cancel;
     _inputState.IsConfirmedAction = Confirm;
 }
Beispiel #3
0
        public ActionMenuView(double height, IActionMenu actionMenu)
        {
            this.actionMenu         = actionMenu;
            this.actionMenu.OnHide += onHide;
            //this.Orientation = Orientation.Vertical;
            Background             = new SolidColorBrush(Colors.Red);
            radius                 = 300;
            this.actionMenu        = actionMenu;
            this.height_           = height;
            this.preStartingAngle_ = endingAngle;
            //endingAngle;

            var diff = actionMenu.Items.Count() - actionMenu.SelectedIndex - 1;

            endingAngle -= (diff * preStartingAngle_);
            System.Diagnostics.Debug.WriteLine($"ActionMenu - diff = {diff}");
            DrawAll();
            onHide(actionMenu.Showing);
        }
 public void Construct(BaseUnit unit, Sprite icon, IActionMenu menu)
 {
     Unit  = unit;
     _menu = menu;
     Icon  = icon;
 }