Beispiel #1
0
		public static Boolean Evaluate(Object state, ref Boolean error, Operator @operator, xnaMugen.MoveType movetype)
		{
			Combat.Character character = state as Combat.Character;
			if (character == null)
			{
				error = true;
				return false;
			}

			if (movetype == xnaMugen.MoveType.Unchanged || movetype == xnaMugen.MoveType.None)
			{
				error = true;
				return false;
			}

			switch (@operator)
			{
				case Operator.Equals:
					return movetype == character.MoveType;

				case Operator.NotEquals:
					return movetype != character.MoveType;

				default:
					error = true;
					return false;
			}
		}
Beispiel #2
0
		public static Boolean Evaluate(Object state, ref Boolean error, Operator @operator, xnaMugen.StateType statetype)
		{
			Combat.Character character = state as Combat.Character;
			if (character == null)
			{
				error = true;
				return false;
			}

			Combat.Player opponent = character.GetOpponent();
			if (opponent == null)
			{
				error = true;
				return false;
			}

			if (statetype == xnaMugen.StateType.Unchanged || statetype == xnaMugen.StateType.None)
			{
				error = true;
				return false;
			}

			switch (@operator)
			{
				case Operator.Equals:
					return statetype == opponent.StateType;

				case Operator.NotEquals:
					return statetype != opponent.StateType;

				default:
					error = true;
					return false;
			}
		}
Beispiel #3
0
		public static Boolean Evaluate(Object state, ref Boolean error, Operator @operator, xnaMugen.Physics physics)
		{
			Combat.Character character = state as Combat.Character;
			if (character == null)
			{
				error = true;
				return false;
			}

			if (physics == xnaMugen.Physics.Unchanged || physics == xnaMugen.Physics.None)
			{
				error = true;
				return false;
			}

			switch (@operator)
			{
				case Operator.Equals:
					return physics == character.Physics;

				case Operator.NotEquals:
					return physics != character.Physics;

				default:
					error = true;
					return false;
			}
		}
Beispiel #4
0
		public static Boolean Evaluate(Object state, ref Boolean error, xnaMugen.Assertion assertion)
		{
			Combat.Character character = state as Combat.Character;
			if (character == null)
			{
				error = true;
				return false;
			}

			switch (assertion)
			{
				case xnaMugen.Assertion.Intro:
					return character.Engine.Assertions.Intro;

				case xnaMugen.Assertion.Invisible:
					return character.Assertions.Invisible;

				case xnaMugen.Assertion.RoundNotOver:
					return character.Engine.Assertions.WinPose;

				case xnaMugen.Assertion.NoBarDisplay:
					return character.Engine.Assertions.NoBarDisplay;

				case xnaMugen.Assertion.NoBackground:
					return character.Engine.Assertions.NoBackLayer;

				case xnaMugen.Assertion.NoForeground:
					return character.Engine.Assertions.NoFrontLayer;

				case xnaMugen.Assertion.NoStandGuard:
					return character.Assertions.NoStandingGuard;

				case xnaMugen.Assertion.NoAirGuard:
					return character.Assertions.NoAirGuard;

				case xnaMugen.Assertion.NoCrouchGuard:
					return character.Assertions.NoCrouchingGuard;

				case xnaMugen.Assertion.NoAutoturn:
					return character.Assertions.NoAutoTurn;

				case xnaMugen.Assertion.NoJuggleCheck:
					return character.Assertions.NoJuggleCheck;

				case xnaMugen.Assertion.NoKOSound:
					return character.Engine.Assertions.NoKOSound;

				case xnaMugen.Assertion.NoKOSlow:
					return character.Engine.Assertions.NoKOSlow;

				case xnaMugen.Assertion.NoShadow:
					return character.Assertions.NoShadow;

				case xnaMugen.Assertion.GlobalNoShadow:
					return character.Engine.Assertions.NoGlobalShadow;

				case xnaMugen.Assertion.NoMusic:
					return character.Engine.Assertions.NoMusic;

				case xnaMugen.Assertion.NoWalk:
					return character.Assertions.NoWalk;

				case xnaMugen.Assertion.TimerFreeze:
					return character.Engine.Assertions.TimerFreeze;

				case xnaMugen.Assertion.Unguardable:
					return character.Assertions.UnGuardable;

				case xnaMugen.Assertion.None:
				default:
					error = true;
					return false;
			}
		}