private void bnBattle_Click(object sender, EventArgs e) { Function.SoundManager.PlayButtonSound(); if (player.ControlledCharacters.Count > 0) { FindLocalBattleForm battlechoose = new FindLocalBattleForm(player); var result = battlechoose.ShowDialog(); if (result == System.Windows.Forms.DialogResult.OK) { List <Core.Units.Character> list = new List <Core.Units.Character>(); bool battleWasWon = false; foreach (var item in battlechoose.ReturnChars()) { list.Add(item); } BattleForm battle = new BattleForm(list, battlechoose.ReturnDifficulty(), player.Settings); if (battle.ShowDialog() == DialogResult.OK) { Function.SoundManager.PlayMain(true, this, player.Settings.SoundVolume); list = battle.ReturnChars(player); List <Item> loot = GenerateLoot(battlechoose.ReturnDifficulty(), ReturnAverageLevel(list), battle.ReturnNumberOfPlayers(), battle.ReturnedEnemy().UnitLevel); battleWasWon = true; } List <EnumCharClass> classesUsed = new List <EnumCharClass>(); foreach (var item in list) { classesUsed.Add(item.CharClass); } CheckForQuest(battlechoose.ReturnDifficulty(), battle.ReturnedEnemy(), battle.ReturnedHealingDone(), ReturnLowestPercent(list), classesUsed, battleWasWon); UpdateQuestVisual(); foreach (var item in list) { this.player.ControlledCharacters.RemoveAll(x => x.UnitName == item.UnitName); } this.player.ControlledCharacters.AddRange(battle.ReturnChars(player)); UpdateChars(); UpdateInventoryVisual(); } } else { RPG.UI.MessageForm mes = new RPG.UI.MessageForm("You dont have any characters to battle with!"); mes.ShowDialog(); } this.ResumeLayout(); }
private void bnBattle_Click(object sender, EventArgs e) { Function.SoundManager.PlayButtonSound(); if (player.ControlledCharacters.Count > 0) { FindLocalBattleForm battlechoose = new FindLocalBattleForm(player); var result = battlechoose.ShowDialog(); if (result == System.Windows.Forms.DialogResult.OK) { List<Core.Units.Character> list = new List<Core.Units.Character>(); bool battleWasWon = false; foreach (var item in battlechoose.ReturnChars()) { list.Add(item); } Function.SoundManager.PauseMainMenuMusic(); BattleForm battle = new BattleForm(list, battlechoose.ReturnDifficulty(), player.Settings); if (battle.ShowDialog() == DialogResult.OK) { Function.SoundManager.ResumeMainMenuMusic(); list = battle.ReturnChars(player); List<Item> loot = GenerateLoot(battlechoose.ReturnDifficulty(), ReturnAverageLevel(list), battle.ReturnNumberOfPlayers(), battle.ReturnedEnemy().UnitLevel); battleWasWon = true; } List<EnumCharClass> classesUsed = new List<EnumCharClass>(); foreach (var item in list) { classesUsed.Add(item.CharClass); } CheckForQuest(battlechoose.ReturnDifficulty(), battle.ReturnedEnemy(), battle.ReturnedHealingDone(), ReturnLowestPercent(list), classesUsed, battleWasWon); UpdateQuestVisual(); foreach (var item in list) { this.player.ControlledCharacters.RemoveAll(x => x.UnitName == item.UnitName); } this.player.ControlledCharacters.AddRange(battle.ReturnChars(player)); UpdateChars(); UpdateInventoryVisual(); } } else { RPG.UI.MessageForm mes = new RPG.UI.MessageForm("You dont have any characters to battle with!"); mes.ShowDialog(); } this.ResumeLayout(); }