public void TakeActionAgain(HotGirlEvent npcTakesAction) { NPCTakesAction npcActionEvent = (NPCTakesAction)npcTakesAction; Services.eventManager.Unregister <NPCTakesAction>(TakeActionAgain); Services.encounter.OpponentEffect(); }
//The Effect registers this method for the ActionCardPlayed event public void PlayActionAgain(HotGirlEvent aCardWasPlayed) { ActionCardPlayed actionCardEvent = (ActionCardPlayed)aCardWasPlayed; Services.eventManager.Unregister <ActionCardPlayed>(PlayActionAgain); //Unregisters this method Services.encounter.Play(actionCardEvent.cardPlayed); //Plays the card a second time }
public void PlayActionAgain(HotGirlEvent aCardWasPlayed) { ActionCardPlayed actionCardEvent = (ActionCardPlayed)aCardWasPlayed; Services.eventManager.Unregister <ActionCardPlayed>(PlayActionAgain); Services.encounter.Play(actionCardEvent.cardPlayed); }
private void CheckWhatCardWasPlayed(HotGirlEvent hotGirlEvent) { ActionCardPlayed action = (ActionCardPlayed)hotGirlEvent; if (action.cardPlayed.displayedInfo.type == Card.Vibes.Hype) { hypeCardsPlayed.Add(action.cardPlayed); } }
public void Fire(HotGirlEvent e) { var type = e.GetType(); if (_registeredHandlers.TryGetValue(type, out var handlers)) { handlers(e); } }
public void CheckWhatCardWasPlayed(HotGirlEvent hotGirlEvent) { ActionCardPlayed actionTaken = (ActionCardPlayed)hotGirlEvent; if (actionTaken.cardPlayed.GetType() == typeof(Dance)) { danceCardsPlayed++; } }
//UNUSED for time being #region public static void StopWaitingForInput(HotGirlEvent e) { cardGameFSM.TransitionTo <PlayerTurn>(); }