private void FightButton_Click(object sender, RoutedEventArgs e)
        {
            RollInitiativeWindow window = new RollInitiativeWindow();

            window.DataContext = GlobalContext.Context.FightContext.FightersList;

            window.ShowCentered();

            if (window.Cancelled == false)
            {
                GlobalContext.Context.FightContext.FightersList.SetTurnOrders();

                console.Reset();

                MainFightWindow fightWindow = new MainFightWindow();
                fightWindow.DataContext = GlobalContext.Context;
                fightWindow.ShowCentered();

                // Clean up after a Fight
                fightWindow.UnregisterAllChildren();
                foreach (Character character in GlobalContext.Context.FightContext.FightersList.Elements.OfType <Character>())
                {
                    character.GetOutOfFight();
                }
                GlobalContext.Context.FightContext.Reset();
                GenericList <Character> .SaveAll <Character>(GlobalContext.Context.CharacterList);

                //Global.Context.CharacterList.SaveAll();
            }
        }
Exemple #2
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        private void AddToFightButton_Click(object sender, RoutedEventArgs e)
        {
            PlayableEntity currently_playing = GlobalContext.Context.FightContext.CurrentlyPlaying;

            AddToFightWindow window = new AddToFightWindow();

            window.ShowCentered();

            RollInitiativeWindow rollInitiativeWindow = new RollInitiativeWindow();

            rollInitiativeWindow.DataContext = GlobalContext.Context.FightContext.FightersList;

            rollInitiativeWindow.ShowCentered();

            GlobalContext.Context.FightContext.FightersList.SetTurnOrdersMiddleFight();

            for (int i = 0; i != GlobalContext.Context.FightContext.FightersList.Elements.Count; i++)
            {
                if (GlobalContext.Context.FightContext.FightersList.Elements[i] == currently_playing)
                {
                    GlobalContext.Context.FightContext.TurnIndex = i;
                }
            }
        }