internal static void BackButtonFunction() { AudioController.ButtonClick3SoundEffectInstance.Play(); HeroActionGroupState = HeroActionButtonGroupState.HERO_ACTION; SelectedStructureType = ObjectType.NULL; RallyTargetState = RallyFetchTarget.INACTIVE; }
internal static void BlueRallyButtonFunction() { AudioController.ButtonClick3SoundEffectInstance.Play(); RallyTargetState = RallyFetchTarget.ACTIVE; objectColor = ObjectColor.BLUE; }
internal static void ListenForRallyPoint() { if (RallyTargetState == RallyFetchTarget.ACTIVE && GameController.PlayingField.Contains(mouseRectangle)) { switch (objectColor) { case ObjectColor.BLUE: GameObject.mPotentialTargetListList.Reset(); for (int i = 0; i < GameObject.mPotentialTargetListList.GetCount(); i++) { if (GameObject.mPotentialTargetListList.GetCurrent().gameObject.Hostility == Hostility.FRIENDLY && !(GameObject.mPotentialTargetListList.GetCurrent().gameObject is Hero)) { Friendly temp = (Friendly)GameObject.mPotentialTargetListList.GetCurrent().gameObject; if (temp.Color == ObjectColor.BLUE) { temp.DefaultTarget = new Vector2(mouseState.X, mouseState.Y); } } GameObject.mPotentialTargetListList.NextNode(); } if (GameController.InPlayStructures[0] != null) GameController.InPlayStructures[0].StructureAttribute.DefaultUnitTarget = new Vector2(mouseState.X, mouseState.Y); break; case ObjectColor.GREEN: GameObject.mPotentialTargetListList.Reset(); for (int i = 0; i < GameObject.mPotentialTargetListList.GetCount(); i++) { if (GameObject.mPotentialTargetListList.GetCurrent().gameObject.Hostility == Hostility.FRIENDLY && !(GameObject.mPotentialTargetListList.GetCurrent().gameObject is Hero)) { Friendly temp = (Friendly)GameObject.mPotentialTargetListList.GetCurrent().gameObject; if (temp.Color == ObjectColor.GREEN) { temp.DefaultTarget = new Vector2(mouseState.X, mouseState.Y); } } GameObject.mPotentialTargetListList.NextNode(); } if (GameController.InPlayStructures[3] != null) GameController.InPlayStructures[3].StructureAttribute.DefaultUnitTarget = new Vector2(mouseState.X, mouseState.Y); break; case ObjectColor.PURPLE: GameObject.mPotentialTargetListList.Reset(); for (int i = 0; i < GameObject.mPotentialTargetListList.GetCount(); i++) { if (GameObject.mPotentialTargetListList.GetCurrent().gameObject.Hostility == Hostility.FRIENDLY && !(GameObject.mPotentialTargetListList.GetCurrent().gameObject is Hero)) { Friendly temp = (Friendly)GameObject.mPotentialTargetListList.GetCurrent().gameObject; if (temp.Color == ObjectColor.PURPLE) { temp.DefaultTarget = new Vector2(mouseState.X, mouseState.Y); } } GameObject.mPotentialTargetListList.NextNode(); } if (GameController.InPlayStructures[4] != null) GameController.InPlayStructures[4].StructureAttribute.DefaultUnitTarget = new Vector2(mouseState.X, mouseState.Y); break; case ObjectColor.RED: GameObject.mPotentialTargetListList.Reset(); for (int i = 0; i < GameObject.mPotentialTargetListList.GetCount(); i++) { if (GameObject.mPotentialTargetListList.GetCurrent().gameObject.Hostility == Hostility.FRIENDLY && !(GameObject.mPotentialTargetListList.GetCurrent().gameObject is Hero)) { Friendly temp = (Friendly)GameObject.mPotentialTargetListList.GetCurrent().gameObject; if (temp.Color == ObjectColor.RED) { temp.DefaultTarget = new Vector2(mouseState.X, mouseState.Y); } } GameObject.mPotentialTargetListList.NextNode(); } if (GameController.InPlayStructures[1] != null) GameController.InPlayStructures[1].StructureAttribute.DefaultUnitTarget = new Vector2(mouseState.X, mouseState.Y); break; case ObjectColor.YELLOW: GameObject.mPotentialTargetListList.Reset(); for (int i = 0; i < GameObject.mPotentialTargetListList.GetCount(); i++) { if (GameObject.mPotentialTargetListList.GetCurrent().gameObject.Hostility == Hostility.FRIENDLY && !(GameObject.mPotentialTargetListList.GetCurrent().gameObject is Hero)) { Friendly temp = (Friendly)GameObject.mPotentialTargetListList.GetCurrent().gameObject; if (temp.Color == ObjectColor.YELLOW) { temp.DefaultTarget = new Vector2(mouseState.X, mouseState.Y); } } GameObject.mPotentialTargetListList.NextNode(); } if (GameController.InPlayStructures[2] != null) GameController.InPlayStructures[2].StructureAttribute.DefaultUnitTarget = new Vector2(mouseState.X, mouseState.Y); break; default: break; } RallyTargetState = RallyFetchTarget.INACTIVE; objectColor = ObjectColor.NULL; HeroActionGroupState = HeroActionButtonGroupState.HERO_ACTION; } }