public SpellSlots(Texture2D texture, Texture2D spellSymbol, SpriteFont font, SpellsClass spell, int x, int y, SoundEffect crystalsound, int image) : base(texture, 2, 1, x, y) { symbol = new AllFather(spellSymbol, 1, 32, mainRec.X + 10, y + 10); symbol.currentFrame = image; symbol.mainRec.X = x + mainRec.Width - symbol.mainRec.Width - 10; this.crystalsound = crystalsound; originYPost = y; this.font = font; this.spell = spell; this.text = SpellText(spell.GetText()); }
public virtual void AddSpell(SpellsClass input) { }
public override void AddSpell(SpellsClass input) { if (spellList.Contains(input)) { for (int i = 0; i < spellList.Count(); i++) { if (spellList[i] != null) { if (spellList[i].Equals(input)) { for (int p = i; p < spellList.Count() - 1; p++) { spellList[p] = spellList[p + 1]; } spellList[spellList.Count - 1] = null; break; } } } } else { if (spellList.Contains(null)) { List <SpellsClass> temp = new List <SpellsClass>(); List <SpellsClass> temp2 = new List <SpellsClass>(); for (int i = 0; i < spellList.Count; i++) { if (spellList[i] == null) { temp2.Add(null); } else { temp.Add(spellList[i]); } } spellList.Clear(); spellList.AddRange(temp); spellList.AddRange(temp2); for (int i = spellList.Count - 1; i >= 0; i--) { if (i - 1 < 0) { } else if (spellList[i - 1] != null) { spellList[i] = input; break; } } } else { for (int i = 0; i < spellList.Count - 1; i++) { spellList[i] = spellList[i + 1]; } } spellList[spellList.Count - 1] = input; } }
public void AddSpell(SpellsClass input) { soldier.AddSpell(input); }