Esempio n. 1
0
        public Advisor(AdvisorOverlay overlay)
        {
            _notificationFlyout = CreateDialogFlyout();
            _settingsFlyout     = CreateSettingsFlyout();
            Settings.Default.PropertyChanged += new PropertyChangedEventHandler(Settings_PropertyChanged);

            _advisorOverlay = overlay;
            //trackerRepository = new TrackerRepository();
            //LoadArchetypeDecks();

            _advisorOverlay.LblArchetype.Text = "No matching archetype yet";
            _advisorOverlay.LblStats.Text     = "";
            //_advisorOverlay.Update(new List<Card>());
            UpdateCardList();

            // Hide in menu, if necessary
            if (Config.Instance.HideInMenu && CoreAPI.Game.IsInMenu)
            {
                _advisorOverlay.Hide();
            }
            else
            {
                _advisorOverlay.Show();
            }
        }
Esempio n. 2
0
        public Advisor(AdvisorOverlay overlay)
        {
            _notificationFlyout = CreateDialogFlyout();
            _settingsFlyout     = CreateSettingsFlyout();
            Settings.Default.PropertyChanged += new PropertyChangedEventHandler(Settings_PropertyChanged);

            _advisorOverlay = overlay;
            //trackerRepository = new TrackerRepository();
            //LoadArchetypeDecks();

            _advisorOverlay.LblArchetype.Text = "";
            _advisorOverlay.LblStats.Text     = "";

            //Task.Delay(5000); // TODO: CoreAPI.Game.IsInMenu is true, so Advisor overlay is not shown after instantiating this addon while a game is running. How do we repair this?

            //_advisorOverlay.Update(new List<Card>());
            UpdateCardList();

            // Hide in menu, if necessary
            if (Config.Instance.HideInMenu && CoreAPI.Game.IsInMenu)
            {
                _advisorOverlay.Hide();
            }
            else
            {
                _advisorOverlay.Show();
            }
        }
Esempio n. 3
0
        //internal List<Entity> Entities => Helper.DeepClone<Dictionary<int, Entity>>(CoreAPI.Game.Entities).Values.ToList<Entity>();

        //internal Entity Opponent => Entities?.FirstOrDefault(x => x.IsOpponent);

        // Reset on when a new game starts
        internal void GameStart()
        {
            // Only continue if in valid game mode and game format
            if (IsValidGameMode && IsValidGameFormat)
            {
                _advisorOverlay.UpdatePosition();
                _advisorOverlay.LblArchetype.Text = "No matching archetype yet";
                _advisorOverlay.LblStats.Text     = "";
                UpdateCardList();
                _advisorOverlay.Show();
            }
            else
            {
                _advisorOverlay.Hide();
            }
        }
Esempio n. 4
0
        // Reset on when a new game starts
        internal async void GameStart()
        {
            // Only continue if in valid game mode and game format
            if (IsValidGameMode && IsValidGameFormat)
            {
                _advisorOverlay.UpdatePosition();
                _advisorOverlay.LblArchetype.Text = "";
                _advisorOverlay.LblStats.Text     = "";

                await Task.Delay(5000);

                _advisorOverlay.Update(new List <Card>(), true);
                _currentArchetypeDeckGuid = Guid.Empty;

                UpdateCardList();
                _advisorOverlay.Show();
            }
            else
            {
                _advisorOverlay.Hide();
            }
        }
Esempio n. 5
0
        public Advisor(AdvisorOverlay overlay)
        {
            _notificationFlyout = CreateDialogFlyout();
            _settingsFlyout     = CreateSettingsFlyout();
            Settings.Default.PropertyChanged += Settings_PropertyChanged;

            _advisorOverlay = overlay;

            _advisorOverlay.LblArchetype.Text = "";
            _advisorOverlay.LblStats.Text     = "";

            // TODO: CoreAPI.Game.IsInMenu is true, so Advisor overlay is not shown after instantiating this addon while a game is running. How do we repair this?
            UpdateCardList();

            // Hide in menu, if necessary
            if (Config.Instance.HideInMenu && CoreAPI.Game.IsInMenu)
            {
                _advisorOverlay.Hide();
            }
            else
            {
                _advisorOverlay.Show();
            }
        }