public GameMainPage(Player currentPlayer, ServerItemController serverItemController, BattleEffectController battleEffectCntrl) // serverItemController added { InitializeComponent(); this.currentPlayer = currentPlayer; this.serverItemController = serverItemController; this.battleEffectCntrl = battleEffectCntrl; }
public GameStartPage(Player currentPlayer, ServerItemController serverItemController, BattleEffectController battleEffectCntrl) // setting deleted { InitializeComponent(); this.characterController = new CharacterController(); this.currentPlayer = currentPlayer; this.serverItemController = serverItemController; this.battleEffects = battleEffectCntrl; BindingContext = this; }
public void ExecuteBattleEffect(BattleSimulationUnit initiator, BattleSimulationUnit activator, BattleSimulationTarget target, BattleEffect battleEffect, BattleActionContext actionContext) { Diagnostics.Assert(this.battleEffectsContexts != null, "this.battleEffectsContexts != null"); BattleEffectController battleEffectController; if (this.battleEffectsContexts.ContainsKey(target)) { battleEffectController = this.battleEffectsContexts[target]; } else { battleEffectController = new BattleEffectController(target, this.Simulation); this.battleEffectsContexts.Add(target, battleEffectController); } Diagnostics.Assert(battleEffectController != null); battleEffectController.Execute(battleEffect, initiator, activator, this, actionContext); }
public BattlePage(Player currentPlayer, ServerItemController serverItemController, BattleEffectController battleEffect, bool auto) { InitializeComponent(); this.serverItemController = serverItemController; DependencyService.Get <IAudioPlayerService>().Pause(); DependencyService.Get <IAudioPlayerService>().Play("prelude"); this.currentPlayer = currentPlayer; BindingContext = BattleEngineView = new BattleViewModel(currentPlayer, serverItemController, auto); counter = 0; rand = new Random(); this.characterController = new CharacterController(); BattleEffects = battleEffect; if (serverItemController.currentSetting.BattleEvents == true) { var randomEvent = BattleEffects.Effects[rand.Next(0, BattleEffects.Effects.Count)].UseEffect(BattleEngineView.CharacterList, BattleEngineView.monster_dictionary); DisplayAlert("Battle Event!", randomEvent, "OK"); } if (auto) { runTilEnd(); } }