Exemple #1
0
    public override void Setup(IBattleActionElement element)
    {
        RankCellsRestriction rankRestriction = element as RankCellsRestriction;
        string spriteName = GetSpriteName(rankRestriction);

        image.sprite = SpriteManager.Instance.GetSpriteByName(spriteName);
    }
Exemple #2
0
 /// <summary>
 /// Show iconography and information about the given action node.
 /// </summary>
 public virtual void Setup(IBattleActionElement element)
 {
     if (image != null)
     {
         image.sprite = SpriteManager.Instance.GetSpriteByName(element.name);
     }
 }
    public BattleActionElementDisplay GetDisplay(IBattleActionElement element)
    {
        // If there is a display for the given element, make it!
        BattleActionElementDisplay prefab = GetPrefab(element);

        if (prefab != null)
        {
            BattleActionElementDisplay instance = Instantiate(prefab);
            instance.Setup(element);
            return(instance);
        }

        // No applicable display - give em nutin!
        return(null);
    }
Exemple #4
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    public override void Setup(IBattleActionElement element)
    {
        FormationRestriction formationRestriction = element as FormationRestriction;
        TargetableFormation  formations           = formationRestriction.Formations;

        if (formations.HasFlag(TargetableFormation.Other) &&
            !formations.HasFlag(TargetableFormation.Self))
        {
            image.color = otherColour;
        }

        else if (formations.HasFlag(TargetableFormation.Self) &&
                 !formations.HasFlag(TargetableFormation.Other))
        {
            image.color = selfColour;
        }
    }
    public override void Setup(IBattleActionElement element)
    {
        // By default, hide all the bits
        ShowAll(false);

        CellContentRestriction cellRestriction = element as CellContentRestriction;
        TargetableCellContent  content         = cellRestriction.Content;

        // Everything!
        if (content.HasFlag(TargetableCellContent.All))
        {
            all.SetActive(true);
        }

        else
        {
            // Allies
            if (content.HasFlag(TargetableCellContent.Ally))
            {
                ally.SetActive(true);
            }

            // Enemies
            if (content.HasFlag(TargetableCellContent.Enemy))
            {
                enemy.SetActive(true);
            }

            // Self
            if (content.HasFlag(TargetableCellContent.Self))
            {
                self.SetActive(true);
            }
        }

        // Empty cells?
        if (content.HasFlag(TargetableCellContent.All) ||
            content.HasFlag(TargetableCellContent.Empty))
        {
            empty.SetActive(true);
        }
    }
    public override void Setup(IBattleActionElement element)
    {
        HealthRestriction manaRestriction = element as HealthRestriction;

        text.text = manaRestriction.Amount.ToString();
    }
Exemple #7
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    public override void Setup(IBattleActionElement element)
    {
        ApplyStatusNode node = element as ApplyStatusNode;

        image.sprite = SpriteManager.Instance.GetSpriteByName(node.Status.Name);
    }
    public override void Setup(IBattleActionElement element)
    {
        RangeRestriction rangeRestriction = element as RangeRestriction;

        text.text = rangeRestriction.Range.ToString();
    }
Exemple #9
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    public override void Setup(IBattleActionElement element)
    {
        DoDamageNode damageNode = element as DoDamageNode;

        amountText.text = damageNode.BaseDamage.ToString();
    }
 private BattleActionElementDisplay GetPrefab(IBattleActionElement element)
 {
     return(Prefabs.FirstOrDefault(p => element.name.Contains(p.DisplaysFor)));
 }
Exemple #11
0
    public override void Setup(IBattleActionElement element)
    {
        HealNode healNode = element as HealNode;

        amountText.text = healNode.Amount.ToString();
    }