public SorcererStreetMap()
        {
            RequireDrawFocus = false;
            Pathfinder       = new MovementAlgorithmSorcererStreet(this);
            ListPlayer       = new List <Player>();
            GlobalSorcererStreetBattleContext = new SorcererStreetBattleContext();
            ListLayer = new List <MapLayer>();
            ListSingleplayerSpawns = new List <EventPoint>();
            ListMultiplayerSpawns  = new List <EventPoint>();
            ListMapSwitchPoint     = new List <MapSwitchPoint>();
            ListTilesetPreset      = new List <Terrain.TilesetPreset>();

            CursorPosition        = new Vector3(0, 0, 0);
            CursorPositionVisible = CursorPosition;
            ListTerrainType       = new List <string>();

            ListTerrainType.Add("Not Assigned");
            ListTerrainType.Add("Morph");
            ListTerrainType.Add("Multi-Element");
            ListTerrainType.Add(TerrainSorcererStreet.FireElement);
            ListTerrainType.Add(TerrainSorcererStreet.WaterElement);
            ListTerrainType.Add(TerrainSorcererStreet.EarthElement);
            ListTerrainType.Add(TerrainSorcererStreet.AirElement);
            ListTerrainType.Add(TerrainSorcererStreet.EastGate);
            ListTerrainType.Add(TerrainSorcererStreet.WestGate);
            ListTerrainType.Add(TerrainSorcererStreet.SouthGate);
            ListTerrainType.Add(TerrainSorcererStreet.NorthGate);
            ListTerrainType.Add("Warp");
            ListTerrainType.Add("Bridge");
            ListTerrainType.Add("Fortune Teller");
            ListTerrainType.Add("Spell Circle");
            ListTerrainType.Add("Path Switch");
            ListTerrainType.Add("Card Shop");
            ListTerrainType.Add("Magic Trap");
            ListTerrainType.Add("Siege Tower");
            ListTerrainType.Add("Gem Store");

            ListTileSet         = new List <Texture2D>();
            this.CameraPosition = Vector3.Zero;

            this.ListPlayer = new List <Player>();
        }
 public SorcererStreetEnchantPhaseRequirement(SorcererStreetBattleContext GlobalContext)
     : base(ActionPanelBattleEnchantModifierPhase.RequirementName, GlobalContext)
 {
 }
Beispiel #3
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 public SorcererStreetSelfTargetType(SorcererStreetBattleContext GlobalContext)
     : base(Name, GlobalContext)
 {
 }
 public SorcererStreetCreaturePhaseRequirement(SorcererStreetBattleContext GlobalContext)
     : base(ActionPanelBattleCreatureModifierPhase.RequirementName, GlobalContext)
 {
 }
 public SorcererStreetBoostsPhaseRequirement(SorcererStreetBattleContext GlobalContext)
     : base(ActionPanelBattleBoostsModifierPhase.RequirementName, GlobalContext)
 {
 }
Beispiel #6
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 public SorcererStreetBattleTargetType(string TargetType, SorcererStreetBattleContext GlobalContext)
     : base(TargetType)
 {
     this.GlobalContext = GlobalContext;
 }
 protected SorcererStreetRequirement(string EffectTypeName, SorcererStreetBattleContext GlobalContext)
     : base(EffectTypeName)
 {
     this.GlobalContext = GlobalContext;
 }
Beispiel #8
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 public SorcererStreesBeforeDefenseRequirement(SorcererStreetBattleContext GlobalContext)
     : base(ActionPanelBattleAttackPhase.BeforeDefenseRequirement, GlobalContext)
 {
 }
Beispiel #9
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 public SorcererStreetBattleParams(SorcererStreetBattleContext GlobalContext)
 {
     this.GlobalContext = GlobalContext;
     LocalContext       = new SorcererStreetBattleContext();
 }