protected ShowAbilityAnimationMessage(AbilityAnimation animation, BattleEntity source, BattleEntity[] targets)
 {
     Animation = animation;
     Source = source;
     Targets = targets;
 }
Exemple #2
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        public static void HandleAbilityStepAnimations(BattleEntityInBattle source, BattleEntityInBattle[] targets, AbilityAnimation animation)
        {
            //all of these need to be fired off in parallel
            var sourceAsPartyMember = source as PartyMemberInBattle;
            if (sourceAsPartyMember != null)
            {
                TimerUtility.ExecuteAfterDelay(DelayedAction.New(
                    () => animation.PartyMemberAnimation(sourceAsPartyMember.SpriteSheet), animation.PartyMemberAnimationDelay));
            }

            //TODO: AbilityStepAnimation InBattle OverSource/UnderSource/OverTarget/UnderTarget/OverBattlefield/UnderBattlefield Visuals
            if (animation.OverSourceVisual != AbilityVisual.None)
            {

            }
            if (animation.UnderSourceVisual != AbilityVisual.None)
            {

            }
            if (animation.OverTargetVisual != AbilityVisual.None)
            {
                foreach (var target in targets)
                {

                }
            }
            if (animation.UnderTargetVisual != AbilityVisual.None)
            {
                foreach (var target in targets)
                {

                }
            }
            if (animation.OverBattlefieldVisual != AbilityVisual.None)
            {

            }
            if (animation.UnderBattlefieldVisual != AbilityVisual.None)
            {

            }
        }
 public static ShowAbilityAnimationMessage New(AbilityAnimation animation, BattleEntity source, BattleEntity[] targets)
 {
     return new ShowAbilityAnimationMessage(animation, source, targets);
 }
Exemple #4
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        public static void HandleAbilityStepAnimations(PartyMember source, PartyMember[] targets, AbilityAnimation animation)
        {
            //TODO: AbilityStepAnimation InMenu OverSource/UnderSource/OverTarget/UnderTarget Visuals
            if (animation.OverSourceVisual != AbilityVisual.None)
            {

            }
            if (animation.UnderSourceVisual != AbilityVisual.None)
            {

            }
            if (animation.OverTargetVisual != AbilityVisual.None)
            {
                foreach (var target in targets)
                {

                }
            }
            if (animation.UnderTargetVisual != AbilityVisual.None)
            {
                foreach (var target in targets)
                {

                }
            }
        }