public void start_Selected(object sender, EventArgs e) { GraveStone g = (GraveStone)sender; GameRef.GamePlayScreen.Level = g.GraveStoneId; loadBar.Visable = true; if (keepUpdating.Status != TaskStatus.Running) { //stagePreview.IsDead = true; //back.IsDead = true; //start.IsDead = true; } if (keepUpdating.Status != TaskStatus.Running) { loadBar.Visable = true; base.Loadbar = loadBar; if (!keepUpdating.IsCompleted) { keepUpdating.Start(); } else { keepUpdating = new Task(new Action(LoadingScreen)); keepUpdating.Start(); } } }
public void kill() { isDead = true; GameObject o = Instantiate(this.gravestone); o.transform.position = this.transform.position; GraveStone g = o.GetComponent <GraveStone>(); g.player = this; this.UIDeath.SetActive(true); this.gameObject.SetActive(false); }
public void RemoveGrave(int GraveId) { foreach (GameObject obj in this) { if (obj.Type == "GraveStone") { GraveStone g = (GraveStone)obj; if (g.GraveStoneId == GraveId) { obj.IsDead = true; } } } }
public void AddPlots() { int counter = 0; foreach (Vector2 v2 in cPlotPosition.Position) { Vector2 v3 = new Vector2(v2.X + 25, v2.Y + 25); DropEffect greenGlow = new DropEffect(content.Load <Texture2D>(@"SpellAndProjectiles\heal"), v3, 1, 6, 1, 0, 0); GraveStone p = new GraveStone(content.Load <Texture2D>(@"UI Content\cursed_grave"), v2, 8, 24, 0, 1, 2, greenGlow, counter); p.obj_Selected += new EventHandler(start_Selected); objManager.AddLst.Add(p); counter++; } }
void grave_obj_MouseOver(object sender, EventArgs e) { GraveStone g = (GraveStone)sender; if (!g.HasSpawned) { g.GreenGlow.Color = Color.Red; foreach (Wave w in lstWave) { g.HasSpawned = true; ObjManager.AddLst.Add(w); } } else { } }
public void LoadWave() { int counter = 0; lstWave = new List <Wave>(); GraveStone grave; Wave wave = new Wave(dicEnemyTextures, 0, Content, texHPBar, Grid, ObjManager, counter); wave.setWave(0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 6, 2, 4); wave.setTime(0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 5, 30, 60); wave.Wave_Over += new EventHandler(waveCompleted); lstWave.Add(wave); counter++; Wave wave2 = new Wave(dicEnemyTextures, 2, Content, texHPBar, Grid, ObjManager, counter); wave2.setWave(0, 6, 3, 3, 0, 0, 0, 0, 0, 0, 0, 0, 0); wave2.setTime(0, 5, 30, 55, 0, 0, 0, 0, 0, 0, 0, 0, 0); wave2.Wave_Over += new EventHandler(waveCompleted); lstWave.Add(wave2); counter++; Wave wave3 = new Wave(dicEnemyTextures, 4, Content, texHPBar, Grid, ObjManager, counter); wave3.setWave(10, 0, 0, 0, 0, 0, 0, 3, 2, 1, 0, 0, 0); wave3.setTime(5, 0, 0, 0, 0, 0, 0, 60, 120, 150, 0, 0, 0); wave3.Wave_Over += new EventHandler(waveCompleted); counter++; Wave wave4 = new Wave(dicEnemyTextures, 6, Content, texHPBar, Grid, ObjManager, counter); wave4.setWave(0, 0, 0, 0, 10, 15, 20, 0, 0, 0, 0, 0, 0); wave4.setTime(0, 0, 0, 0, 5, 45, 110, 0, 0, 0, 0, 0, 0); wave4.Wave_Over += new EventHandler(waveCompleted); greenGlow = new DropEffect(lstTexRuned[0], new Vector2(300, 75), 1, 6, 1, 0, 0); grave = new GraveStone(texGraveStones, new Vector2(275, 50), 8, 24, 0, 1, 2, greenGlow, counter, wave4); grave.obj_Selected += new EventHandler(grave_obj_MouseOver); ObjManager.AddLst.Add(grave); lstWave.Add(wave4); counter = 0; }