public void End() { BossSequence sequence = GetSequence(); sequence.postActionData = boss.interpreter.InterpretGameState(); SetSequence(sequence); boss.RecordResult(GetSequence()); }
public void RecordResult(BossSequence m_sequence) { if (!m_sequence.ValidateData()) { //Error } memory.Record(m_sequence); NextAction(); }
/// <summary> /// Method for moving traffic. /// </summary> public void MoveTraffic() { foreach (var car in traffic) { if (!gameOver) { speed *= SPEED_MULTIPLIER; model.Score += speed / 100; if (!bossSequence && Math.Round(model.Score) != 0 && Math.Round(model.Score) % 500 == 0) { BossSequence?.Invoke(this, EventArgs.Empty); } if (!gameOver && car.Active) { MoveCar(car); } RefreshScreen?.Invoke(this, EventArgs.Empty); } } }
public void SetSequence(BossSequence m_sequence) { sequence = m_sequence; }
public void Record(BossSequence m_sequence) { memory[memory.Count - 1].Add(m_sequence); }
public static bool Evaluate(BossSequence m_sequence) { return(m_sequence.preActionData.playerHealth > m_sequence.postActionData.playerHealth); }