public static void Main() { ResetBuffer(); Console.CursorVisible = false; IMainFrame mainFrame = new MainFrame(); IMainMenu mainMenu = new MainMenu(); IStatusFrame monsterStatusFrame = new MonsterStatusFrame(); IOptionsFrame optionsFrame = new OptionsFrame(); IStatusFrame statusFrame = new StatusFrame(); IMenuHandler menuHandler = new MenuHandler(mainMenu, mainFrame, optionsFrame, statusFrame, monsterStatusFrame); IMonsterDatabase monsterDatabase = new MonsterDatabase(); IAreaDatabase areaDatabase = new AreaDatabase(); IAIDatabase aiDatabase = new AIDatabase(); IEngine engine = new Engine(menuHandler, monsterDatabase, areaDatabase, aiDatabase); engine.Run(); }
public void HandleOnStatusApplied(PawnStatus status) { StatusFrame existingFrame = statusFrames.FirstOrDefault(s => s.StatusName == status.Name); if (existingFrame != null) { existingFrame.IncrementStatusCount(); } else { // Get first inactive frame (if there's still some) StatusFrame firstEmptyFrame = statusFrames.FirstOrDefault(s => !s.gameObject.activeSelf); if (firstEmptyFrame != null) { firstEmptyFrame.SetStatus(status.GetType().Name); } } }
public ErrorCode GetStatusFramePeriod(StatusFrame frame, out int periodMs, int timeoutMs = 0) { return(_ll.GetStatusFramePeriod(frame, out periodMs, timeoutMs)); }
public static StatusFrameEnhanced Promote(StatusFrame statusFrame) { return((StatusFrameEnhanced)statusFrame); }
public virtual ErrorCode SetStatusFramePeriod(StatusFrame frame, int periodMs, int timeoutMs = 0) { return(_motor.SetStatusFramePeriod(frame, periodMs, timeoutMs)); }