Example #1
0
 protected StateCollection(StateCollection <T> other) : this()
 {
     foreach (T obj in other)
     {
         Set((T)obj.Clone());
     }
 }
Example #2
0
 public EffectTile(EffectTile other)
 {
     ID         = other.ID;
     Revealed   = other.Revealed;
     Danger     = other.Danger;
     TileStates = other.TileStates.Clone();
     TileLoc    = other.TileLoc;
 }
Example #3
0
        protected GameContext(GameContext other)
        {
            ContextStates = other.ContextStates.Clone();

            User        = other.User;
            Target      = other.Target;
            CancelState = other.CancelState;
        }
 public BattleContext(BattleActionType actionType) : base()
 {
     TurnCancel          = new AbortStatus();
     this.ActionType     = actionType;
     UsageSlot           = BattleContext.DEFAULT_ATTACK_SLOT;
     SkillUsedUp         = -1;
     StrikeLandTiles     = new List <Loc>();
     actionMsg           = "";
     GlobalContextStates = new StateCollection <ContextState>();
 }
 public BattleContext(BattleContext other, bool copyGlobal) : base(other)
 {
     TurnCancel = other.TurnCancel;
     if (copyGlobal)
     {
         GlobalContextStates = other.GlobalContextStates.Clone();
     }
     else
     {
         GlobalContextStates = other.GlobalContextStates;
     }
     StrikeStartTile = other.StrikeStartTile;
     StrikeEndTile   = other.StrikeEndTile;
     StartDir        = other.StartDir;
     ExplosionTile   = other.ExplosionTile;
     TargetTile      = other.TargetTile;
     if (copyGlobal)
     {
         StrikeLandTiles = new List <Loc>();
         StrikeLandTiles.AddRange(other.StrikeLandTiles);
     }
     else
     {
         StrikeLandTiles = other.StrikeLandTiles;
     }
     ActionType   = other.ActionType;
     UsageSlot    = other.UsageSlot;
     StrikesMade  = other.StrikesMade;
     Strikes      = other.Strikes;
     HitboxAction = other.HitboxAction.Clone();
     Explosion    = new ExplosionData(other.Explosion);
     Data         = new BattleData(other.Data);
     Item         = new InvItem(other.Item);
     SkillUsedUp  = other.SkillUsedUp;
     actionMsg    = other.actionMsg;
     actionSilent = other.actionSilent;
     Hit          = other.Hit;
     RangeMod     = other.RangeMod;
 }
Example #6
0
 public MapStatus() : base()
 {
     StatusStates = new StateCollection <MapStatusState>();
     Emitter      = new Content.EmptySwitchOffEmitter();
 }
Example #7
0
 protected StatusEffect(StatusEffect other) : base(other)
 {
     StatusStates = other.StatusStates.Clone();
 }
Example #8
0
 public StatusEffect() : base()
 {
     StatusStates = new StateCollection <StatusState>();
 }
Example #9
0
 public EffectTile(Loc loc)
 {
     ID         = -1;
     TileStates = new StateCollection <TileState>();
     TileLoc    = loc;
 }
Example #10
0
 public EffectTile()
 {
     ID         = -1;
     TileStates = new StateCollection <TileState>();
 }
Example #11
0
 protected GameContext()
 {
     ContextStates = new StateCollection <ContextState>();
     CancelState   = new AbortStatus();
 }