public PlayerInputHandler(IActionMenu aM, PlayerInputState inputState, GameState g) { _actionMenu = aM; _gameState = g; _inputState = inputState; _inputState.IsEscapeAction = _gameState.NextPlayer; }
ActionMenuState(IActionMenu aM, BaseUnit unit, PlayerInputState iS) { _actionMenu = aM; _unit = unit; _inputState = iS; _inputState.IsCancelAction = Cancel; _inputState.IsConfirmedAction = Confirm; }
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; }