private void CreateDelegates(GameInfo gameInfo, IGameState waitState) { _clickPlayer = (p, location) => PlayerClicked(p, location, gameInfo, waitState); foreach (var player in gameInfo.PlayerList.Where(i => i != gameInfo.CurrentPlayer)) { player.ListenMouseDown += _clickPlayer; player.ListenMouseOver += PlayerMouseIn; player.ListenMouseOut += PlayerMouseOut; gameInfo.AddLowPriorityTarget(player); } }
public static void TravelToNodes(List<Node> possibleNodes, GameInfo gameInfo, MouseDown<Node> callback, bool createCameratTargets = true) { gameInfo.PanCameraToObject(gameInfo.CurrentPlayer); gameInfo.CreateMessage("Choose your destination!"); _cleanupCallback = (node, location) => CleanUp(node, location, gameInfo); _callback = callback; _possibleNodes = possibleNodes; foreach (var possibleNode in possibleNodes) { possibleNode.RememberColorState(ColorState.Glow); possibleNode.SetColorState(ColorState.Glow); possibleNode.ListenMouseDown += callback; possibleNode.ListenMouseDown += _cleanupCallback; if (createCameratTargets) { gameInfo.AddLowPriorityTarget(possibleNode); } } }
public static void TravelToNodes(List <Node> possibleNodes, GameInfo gameInfo, MouseDown <Node> callback, bool createCameratTargets = true) { gameInfo.PanCameraToObject(gameInfo.CurrentPlayer); gameInfo.CreateMessage("Choose your destination!"); _cleanupCallback = (node, location) => CleanUp(node, location, gameInfo); _callback = callback; _possibleNodes = possibleNodes; foreach (var possibleNode in possibleNodes) { possibleNode.RememberColorState(ColorState.Glow); possibleNode.SetColorState(ColorState.Glow); possibleNode.ListenMouseDown += callback; possibleNode.ListenMouseDown += _cleanupCallback; if (createCameratTargets) { gameInfo.AddLowPriorityTarget(possibleNode); } } }