Beispiel #1
0
    public void LoseSanity()
    {
        Investigator active = GameManager.SingleInstance.App.Model.encounterMenuModel.currentInvestigator;

        active.LoseSanity(active.GetIncomingDamage());
        active.SetIncomingDamage(0);

        GameManager.SingleInstance.App.Controller.queueController.CreateCallBackQueue(FinishEncounter); // Create Queue
        GameManager.SingleInstance.App.Model.eventModel.DamageTakenEvent();                             // Populate Queue
        GameManager.SingleInstance.App.Controller.queueController.StartCallBackQueue();                 // Start Queue
    }
Beispiel #2
0
    public void FlipLoseSanity()
    {
        Investigator active = GameManager.SingleInstance.App.Model.investigatorModel.investigators[dealSanityInvestigatorIndex];

        active.LoseSanity(active.GetIncomingDamage());
        active.SetIncomingDamage(0);

        GameManager.SingleInstance.App.Controller.queueController.CreateCallBackQueue(DealNextSanityDamage); // Create Queue
        GameManager.SingleInstance.App.Model.eventModel.DamageTakenEvent();                                  // Populate Queue
        GameManager.SingleInstance.App.Controller.queueController.StartCallBackQueue();                      // Start Queue
    }
Beispiel #3
0
    public void LoseSanity()
    {
        if (targetInvestigator.deathEncounter != null) // The Investigator died during the predamage event
        {
            GameManager.SingleInstance.App.Controller.queueController.NextCallBack();
        }
        else
        {
            targetInvestigator.LoseSanity(targetInvestigator.GetIncomingDamage());
            targetInvestigator.SetIncomingDamage(0);

            GameManager.SingleInstance.App.Controller.queueController.CreateCallBackQueue(SanityLost); // Create Queue
            GameManager.SingleInstance.App.Model.eventModel.DamageTakenEvent();                        // Populate Queue
            GameManager.SingleInstance.App.Controller.queueController.StartCallBackQueue();            // Start Queue
        }
    }
    public void LoseSanity()
    {
        Investigator active = App.Model.combatModel.currentInvestigator;

        if (active.deathEncounter != null)
        {
            App.View.combatView.NextFight();
            FinishCombat();
        }
        else
        {
            active.LoseSanity(active.GetIncomingDamage());
            active.SetIncomingDamage(0);

            GameManager.SingleInstance.App.Controller.queueController.CreateCallBackQueue(SanityDamageDealt); // Create Queue
            GameManager.SingleInstance.App.Model.eventModel.DamageTakenEvent();                               // Populate Queue
            GameManager.SingleInstance.App.Controller.queueController.StartCallBackQueue();                   // Start Queue
        }
    }