public virtual void Draw()
        {
            AnimManager.CurrentAnim?.Draw(Position, TintColor, EntityType != EntityTypes.Enemy, .1f);
            PreviousAction?.Draw();

            //Draw Status Effect icons on the BattleEntity
            //You can't see the icons unless it's Mario or his Partner's turn and they're not in a Sequence
            if (BattleManager.Instance.ShouldShowPlayerTurnUI == true)
            {
                Vector2        statusIconPos = new Vector2(Position.X + 10, Position.Y - 40);
                StatusEffect[] statuses      = EntityProperties.GetStatuses();
                int            index         = 0;

                for (int i = 0; i < statuses.Length; i++)
                {
                    StatusEffect     status  = statuses[i];
                    CroppedTexture2D texture = status.StatusIcon;

                    //Don't draw the status if it doesn't have an icon
                    if (texture == null || texture.Tex == null)
                    {
                        continue;
                    }

                    float   yOffset = ((index + 1) * StatusGlobals.IconYOffset);
                    Vector2 iconPos = Camera.Instance.SpriteToUIPos(new Vector2(statusIconPos.X, statusIconPos.Y - yOffset));

                    float depth           = .35f - (index * .01f);
                    float turnStringDepth = depth + .0001f;

                    status.DrawStatusInfo(iconPos, depth, turnStringDepth);

                    index++;
                }
            }
        }
 public StatusChanceHolder(double percentage, StatusEffect status)
 {
     Percentage = percentage;
     Status     = status;
 }
Beispiel #3
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        public static void DebugBattle()
        {
            //Default to Players - if holding 0, switch to Enemies
            Enumerations.EntityTypes entityType = Enumerations.EntityTypes.Player;
            if (Input.GetKey(Keys.D0, DebugKeyboard) == true)
            {
                entityType = Enumerations.EntityTypes.Enemy;
            }

            int turnCount = 3;

            StatusEffect status = null;

            //Inflict NoSkills
            if (Input.GetKey(Keys.N, DebugKeyboard) == true)
            {
                //Disable Jump
                if (Input.GetKeyDown(Keys.J, DebugKeyboard) == true)
                {
                    status = new NoSkillsStatus(Enumerations.MoveCategories.Jump, turnCount);
                }
                //Disable Hammer
                else if (Input.GetKeyDown(Keys.H, DebugKeyboard) == true)
                {
                    status = new NoSkillsStatus(Enumerations.MoveCategories.Hammer, turnCount);
                }
                //Disable Items
                else if (Input.GetKeyDown(Keys.I, DebugKeyboard) == true)
                {
                    status = new NoSkillsStatus(Enumerations.MoveCategories.Item, turnCount);
                }
                //Disable Tactics
                else if (Input.GetKeyDown(Keys.T, DebugKeyboard) == true)
                {
                    status = new NoSkillsStatus(Enumerations.MoveCategories.Tactics, turnCount);
                }
                //Disable Partner moves
                else if (Input.GetKeyDown(Keys.P, DebugKeyboard) == true)
                {
                    status = new NoSkillsStatus(Enumerations.MoveCategories.Partner, turnCount);
                }
                //Disable Special moves
                else if (Input.GetKeyDown(Keys.S, DebugKeyboard) == true)
                {
                    status = new NoSkillsStatus(Enumerations.MoveCategories.Special, turnCount);
                }

                if (status != null)
                {
                    DebugInflictStatus(status, entityType);
                }
            }
            //Inflict Poison, Payback, or Paralyzed
            else if (Input.GetKeyDown(Keys.P, DebugKeyboard) == true)
            {
                //Inflict Payback
                if (Input.GetKey(Keys.B, DebugKeyboard) == true)
                {
                    status = new PaybackStatus(turnCount);
                }
                //Inflict Paralyzed
                else if (Input.GetKey(Keys.Z, DebugKeyboard) == true)
                {
                    status = new ParalyzedStatus(turnCount);
                }
                else
                {
                    status = new PoisonStatus(turnCount);
                }

                DebugInflictStatus(status, entityType);
            }
            //Inflict Invisible or Injured
            else if (Input.GetKeyDown(Keys.I, DebugKeyboard) == true)
            {
                //Inflict Injured
                if (Input.GetKey(Keys.J, DebugKeyboard) == true)
                {
                    status = new InjuredStatus(turnCount);
                }
                else
                {
                    status = new InvisibleStatus(turnCount);
                }

                DebugInflictStatus(status, entityType);
            }
            //Inflict Electrified
            else if (Input.GetKeyDown(Keys.E, DebugKeyboard) == true)
            {
                DebugInflictStatus(new ElectrifiedStatus(turnCount), entityType);
            }
            //Inflict Fast, Frozen, FPRegen, or Fright
            else if (Input.GetKeyDown(Keys.F, DebugKeyboard) == true)
            {
                //Inflict Frozen
                if (Input.GetKey(Keys.R, DebugKeyboard) == true)
                {
                    status = new FrozenStatus(turnCount);
                }
                //Inflict FPRegen
                else if (Input.GetKey(Keys.P, DebugKeyboard) == true)
                {
                    status = new FPRegenStatus(2, turnCount);
                }
                else if (Input.GetKey(Keys.I, DebugKeyboard) == true)
                {
                    status = new FrightStatus();
                }
                else
                {
                    status = new FastStatus(turnCount);
                }

                DebugInflictStatus(status, entityType);
            }
            //Inflict Dizzy or Dodgy
            else if (Input.GetKeyDown(Keys.D, DebugKeyboard) == true)
            {
                //Inflict Dodgy
                if (Input.GetKey(Keys.O, DebugKeyboard) == true)
                {
                    status = new DodgyStatus(turnCount);
                }
                else
                {
                    status = new DizzyStatus(turnCount);
                }

                DebugInflictStatus(status, entityType);
            }
            //Inflict Sleep, Stone, Slow, or Stop
            else if (Input.GetKeyDown(Keys.S, DebugKeyboard) == true)
            {
                //Inflict Stone
                if (Input.GetKey(Keys.T, DebugKeyboard) == true)
                {
                    status = new StoneStatus(turnCount);
                }
                //Inflict Slow
                else if (Input.GetKey(Keys.L, DebugKeyboard) == true)
                {
                    status = new SlowStatus(turnCount);
                }
                //Inflict Stop
                else if (Input.GetKey(Keys.P, DebugKeyboard) == true)
                {
                    status = new StopStatus(turnCount);
                }
                else
                {
                    status = new SleepStatus(turnCount);
                }

                DebugInflictStatus(status, entityType);
            }
            //Inflict Confused or Charged
            else if (Input.GetKeyDown(Keys.C, DebugKeyboard) == true)
            {
                //Inflict Charged
                if (Input.GetKey(Keys.H, DebugKeyboard) == true)
                {
                    status = new ChargedStatus(1);
                }
                else
                {
                    status = new ConfusedStatus(turnCount);
                }

                DebugInflictStatus(status, entityType);
            }
            //Inflict Burn or Blown
            else if (Input.GetKeyDown(Keys.B, DebugKeyboard) == true)
            {
                if (Input.GetKey(Keys.L, DebugKeyboard) == true)
                {
                    status = new BlownStatus();
                }
                else
                {
                    status = new BurnStatus(turnCount);
                }

                DebugInflictStatus(status, entityType);
            }
            //Inflict Tiny
            else if (Input.GetKeyDown(Keys.T, DebugKeyboard) == true)
            {
                status = new TinyStatus(turnCount);
                DebugInflictStatus(status, entityType);
            }
            //Inflict Huge or HPRegen
            else if (Input.GetKeyDown(Keys.H, DebugKeyboard) == true)
            {
                //Inflict HPRegen
                if (Input.GetKey(Keys.P, DebugKeyboard) == true)
                {
                    status = new HPRegenStatus(2, turnCount);
                }
                //Inflict Hold Fast
                else if (Input.GetKey(Keys.O, DebugKeyboard) == true)
                {
                    status = new HoldFastStatus(turnCount);
                }
                else
                {
                    status = new HugeStatus(turnCount);
                }

                DebugInflictStatus(status, entityType);
            }
            //Inflict Allergic
            else if (Input.GetKeyDown(Keys.A, DebugKeyboard) == true)
            {
                status = new AllergicStatus(turnCount);
                DebugInflictStatus(status, entityType);
            }
        }
 public override void Refresh(StatusEffect newStatus)
 {
     base.Refresh(newStatus);
     ShowAfflictedMessage();
 }