public void ApplyCharacterAction( ICharacterAction characterAction, InputActionParameterSet parameterSet) { parameterSet.SetParameter("character", this.Character); characterAction.ApplyAction(parameterSet); }
public bool CanApplyAction(InputActionParameterSet parameters) { var level = this.game.CurrentLevel; var character = parameters.GetParameter<Character>("character"); var tile = level.TileAt(character.Position + this.direction); return !(tile == null || tile.Solid); }
public bool CanApplyCharacterAction( ICharacterAction characterAction, InputActionParameterSet parameterSet) { // Make sure to clone the parameterset so we don't destroy/alter it. // (Probably doesn't matter? but feels like good practice). var clonedSet = parameterSet.Clone().SetParameter("character", this.Character); return characterAction.CanApplyAction(clonedSet); }
public override void ApplyAction(InputActionParameterSet parameters) { switch (this.command) { case "generate-level": this.Game.GenerateLevel(); break; } }
public abstract void ApplyAction(InputActionParameterSet parameters);
public void ApplyAction(InputActionParameterSet parameters) { var character = parameters.GetParameter<Character>("character"); this.game.MoveCharacter(character, character.Position + this.direction); }
public override void ApplyAction(InputActionParameterSet parameters) { this.Game.Run = false; }