public void PerformBasicAction(BasicActions action) { if (action == BasicActions.Travel) { TravelBasicAction(); } if (action == BasicActions.Acquire) { AcquireBasicAction(); } if (action == BasicActions.Trade) { TradeBasicAction(); } if (action == BasicActions.Rest) { RestBasicAction(); } if (action == BasicActions.Prepare) { PrepareBasicAction(); } if (action == BasicActions.Focus) { FocusBasicAction(); } }
public void Awake() { inputBuffer = GetComponent <InputBuffer>(); inputActions = new BasicActions(); inputActions.GamePlay.Move.performed += OnMove; inputActions.GamePlay.ButtonA.performed += OnButtonA; inputActions.GamePlay.ButtonB.performed += OnButtonB; inputActions.GamePlay.ButtonC.performed += OnButtonC; inputActions.GamePlay.ButtonD.performed += OnButtonD; inputActions.GamePlay.ButtonS.performed += OnButtonS; FrameEnforcer frame = GameObject.FindGameObjectWithTag("rspTime").GetComponent <FrameEnforcer>(); frame.AddUpdate((int)FramePriority.InputBuffer, new Action <int>(FrameUpdate)); }
public ListShowsButton(BasicActions filterType) { InitializeComponent(); switch (filterType) { case BasicActions.SEARCH: Title = "Search"; IsSelected = false; _actionController = new SearchAction(); break; case BasicActions.ALL: Title = "All"; IsSelected = false; _actionController = new AllAction(); break; } }
public void PerformAttackPhaseAction(BasicActions action, Player player) { switch (action) { case BasicActions.StrengthAttack: var playerToAttack = GetRandomPlayerToAttack(player); StrengthAttackPlayer(player, playerToAttack); break; case BasicActions.PerceptionAttack: //TODO: Implement break; case BasicActions.Heal: player.Health += GameConstants.AttackPhaseHealthGain; break; case BasicActions.RollForCard: var drawCardAction = ResolveDrawCardForPlayer(player); PerformDrawCardActionPhaseAction(drawCardAction, player); //TODO: Needs to be replaced with simpler call break; } }
public override void OnInspectorGUI() { // The ActionSet instance being edited by this inspector ActionSet actionSet = (ActionSet)target; BasicActions basicActions = actionSet.basicActions; // Add undo support to the ActionSet instance. Undo.RecordObject(actionSet, "Action Set Undo"); /************************* * BASIC ACTIONS FOLDOUT * * ***********************/ EditorGUI.indentLevel = 0; showBasicActionsFoldout = EditorGUILayout.Foldout(showBasicActionsFoldout, "Basic Actions"); if (showBasicActionsFoldout) { EditorGUILayout.BeginVertical(); { EditorGUI.indentLevel = 1; // Cycle through each basic action in the ActionSet for (int i = 0; i < basicActionEditors.Length; i++) { BasicActionEditor basicActionEditor = basicActionEditors[i]; basicActionEditor.Display(); } } EditorGUILayout.EndHorizontal(); } /************************** * COMBAT ACTIONS FOLDOUT * **************************/ EditorGUI.indentLevel = 0; // "Attack Actions" foldout showCombatActionsFoldout = EditorGUILayout.Foldout(showCombatActionsFoldout, "Combat Actions (" + actionSet.combatActionScriptableObjects.Length + ")"); if (showCombatActionsFoldout) { EditorGUILayout.BeginVertical(); { EditorGUI.indentLevel = 1; // Display each Action in the action set for (int i = 0; i < actionSet.combatActionScriptableObjects.Length; i++) { // Select an action EditorGUILayout.BeginHorizontal(); { actionSet.combatActionScriptableObjects[i] = (ActionScriptableObject)EditorGUILayout.ObjectField(actionSet.combatActionScriptableObjects[i], typeof(ActionScriptableObject), false); // Delete action from action set if (GUILayout.Button("X", GUILayout.Width(40))) { actionSet.combatActionScriptableObjects = ArrayUtils.Remove <ActionScriptableObject>(actionSet.combatActionScriptableObjects, actionSet.combatActionScriptableObjects[i]); } } EditorGUILayout.EndHorizontal(); } // Add action ("+") button EditorGUILayout.BeginHorizontal(); { EditorGUILayout.LabelField(""); // Add animation string if (GUILayout.Button("+", GUILayout.Width(40))) { actionSet.combatActionScriptableObjects = ArrayUtils.Add <ActionScriptableObject>(actionSet.combatActionScriptableObjects, null); } } EditorGUILayout.EndHorizontal(); EditorGUILayout.HelpBox("The combat actions at the top of the list have priority over the lower ones. " + "That is, if two actions are activated using the same input, the one higher on the " + "list will be chosen", MessageType.Info); } EditorGUILayout.EndVertical(); } // End "Attack Actions" foldout }
public void PerformDrawCardActionPhaseAction(BasicActions action, Player player) { var availablePlayerOptions = new List <CardActions>() { CardActions.EquiptCard, CardActions.StoreCardInBackpack, CardActions.DiscardCard }; ICard card = null; switch (action) { case BasicActions.DrawHeadCard: card = HeadsDeck.Draw(); break; case BasicActions.DrawTorsoCard: card = TorsosDeck.Draw(); break; case BasicActions.DrawArmsCard: card = ArmsDeck.Draw(); break; case BasicActions.DrawLegsCard: card = LegsDeck.Draw(); break; case BasicActions.DrawWeaponCard: card = WeaponsDeck.Draw(); break; case BasicActions.DrawSpecialCard: card = SpecialsDeck.Draw(); break; } var drawnCardAction = player.PerformCardAction(GameplayEvent.CardDrawn, availablePlayerOptions, this, card); if (drawnCardAction.Item1 == CardActions.EquiptCard) { EquipCardForPlayer(player, card); } else if (drawnCardAction.Item1 == CardActions.StoreCardInBackpack) { var cardToRemoveFromBackpackSpecified = drawnCardAction.Item2 != null; if (cardToRemoveFromBackpackSpecified) { var discardedCard = player.Backpack.RemoveFromBackpack(drawnCardAction.Item2); if (discardedCard != null) { DiscardDeck.AddToDeck(discardedCard); } } player.Backpack.StoreInBackpack(card); } else if (drawnCardAction.Item1 == CardActions.DiscardCard) { DiscardDeck.AddToDeck(card); } }
public void PerformBasicAction(BasicActions action) { App.View.actionPhaseView.ActionSelected(); App.Model.actionPhaseModel.investigators[App.Model.actionPhaseModel.turnIndex].PerformBasicAction(action); }