public bool PerformActionOn(Character character, Scenario scenario) { var hero = character as Hero; if (hero == null || !CanPerformAction(character, scenario)) return false; return hero.Rest(); }
public bool PerformActionOn(Character character, Scenario scenario) { if (!CanPerformAction(character, scenario)) return false; scenario.ClearMarkedFields(); character.UseMovementAction(); return true; }
public bool CanPerformAction(Character character, Scenario scenario) { var hero = character as Hero; if (hero == null || hero.TakenFatigue == 0 || hero.UsedRest || hero.RemainingActions == 0) { return false; } return true; }
public bool PerformActionOn(Character character, Scenario scenario) { Hero hero = character as Hero; if (hero != null && hero.CanSpendFatigue(1) && !hero.Dead) { scenario.ClearMarkedFields(); hero.UseFatigueToMove(1); } return false; }
public bool CanPerformAction(Character character, Scenario scenario) { Hero hero = character as Hero; return (hero != null && hero.CanSpendFatigue(1)); }
public ScenarioChoosenEvent(object sender, Scenario scenario) { SelectedScenario = scenario; }
public bool CanPerformAction(Character character, Scenario scenario) { return true; }
public bool PerformActionOn(Character character, Scenario scenario) { GameplayProgress.Instance.GetChooseHeroDialog().Show(); GameplayProgress.Instance.Scenario.ClearMarkedFields(); return true; }
public bool CanPerformAction(Character character, Scenario scenario) { return !character.Dead && character.RemainingActions > 0; }
public bool PerformActionOn(Character character, Scenario scenario) { return character.UseAttackAction(); }