override public void init() { base.init(); mBackground = new CSprite(); mBackground.setImage(Resources.Load <Sprite> ("Sprites/ui/menu/fondo")); mBackground.setXY(0, 0); mBackground.setSortingLayerName("Background"); mBackground.setName("background"); mButtonPlay = new CButtonSprite("Play"); mButtonPlay.setFrames(Resources.LoadAll <Sprite>("Sprites/ui/menu/button")); mButtonPlay.setName("PlayImage"); mButtonPlay.setXY(CGameConstants.SCREEN_WIDTH / 2 + 700, CGameConstants.SCREEN_HEIGHT / 2 - 150); mButtonPlay.setScale(500); exitButton = new CButtonSprite("Exit"); exitButton.setFrames(Resources.LoadAll <Sprite>("Sprites/ui/menu/button")); exitButton.setName("ExitImage"); exitButton.setXY(mButtonPlay.getX(), CGameConstants.SCREEN_HEIGHT / 3 * 2 - 10); logo = new CText(" "); logo.setXY(CGameConstants.SCREEN_WIDTH / 2, CGameConstants.SCREEN_HEIGHT / 4 * 1); logo.setFontSize(1000f); logo.setPivot(0.5f, 0.5f); logo.setWidth(CGameConstants.SCREEN_WIDTH); logo.setAlignment(TMPro.TextAlignmentOptions.Center); }
override public void init() { foreach (var entity in this.playerParty) { CButtonSprite playerButton = new CButtonSprite(entity.getName()); playerButton.setXY(200, (playerButton.getHeight() * this.playerPartyButtons.Count) + 50); //playerButton.setSortingLayerName("Game"); this.playerPartyButtons.Add(playerButton, entity); } mBackground = new CBackground(); mBackground.setXY(0, 0); mBackground.setSortingLayerName("Background"); this.setState(BattleState.SELECTING_ACTIONS); }
override public void init() { base.init(); mBackground = new CSprite(); mBackground.setImage(Resources.Load <Sprite> ("Sprites/menu/menu_background")); mBackground.setXY(0, 0); mBackground.setSortingLayerName("Background"); mBackground.setName("background"); mButtonPlay = new CButtonSprite(); mButtonPlay.setFrames(Resources.LoadAll <Sprite> ("Sprites/ui")); mButtonPlay.gotoAndStop(1); mButtonPlay.setXY(CGameConstants.SCREEN_WIDTH / 2, CGameConstants.SCREEN_HEIGHT / 2); mButtonPlay.setWidth(190); mButtonPlay.setHeight(50); mButtonPlay.setSortingLayerName("UI"); mBackground.setName("button"); }
override public void update() { switch (this.getState()) { case BattleState.SELECTING_ACTIONS: // Botones de seleccion de personaje foreach (var entry in this.playerPartyButtons) { // entry.Key = CButtonSprite // entry.Value = BattleEntity entry.Key.update(); //Si se hizo click en el botón y la entidad es diferente a la actual if (entry.Key.clicked() && this.selectedBattleEntity != entry.Value) { this.selectedBattleEntity = entry.Value; // Deselecciono la habilidad seleccionada this.selectedSkill = null; // Destruimos botones antiguos de skills this.clearButtonDictionary(this.skillButtons); // Agregamos botones con los skills de la entidad actual foreach (var skill in this.selectedBattleEntity.getSkills()) { CButtonSprite skillButton = new CButtonSprite(skill.getName()); /* * Posición de botones: * X = Ancho de pantalla - (Ancho de Botón + Margen) * Y = Alto de pantalla - (Alto de Botón * (Cantidad total de Skills - Cantidad de skills ya mostradas en botones)) */ skillButton.setXY(CGameConstants.SCREEN_WIDTH - (skillButton.getWidth() * 2.5f), CGameConstants.SCREEN_HEIGHT - (skillButton.getHeight() * (this.selectedBattleEntity.getSkills().Count - this.skillButtons.Count))); //skillButton.setSortingLayerName("Game"); this.skillButtons.Add(skillButton, skill); } } //for each entry in playerPartyButtons, if the entity is Dead, its key(button) and Value(unit) are deletebuttonsOfPartyMembers(entry.Key, entry.Value); } // Botones de skills foreach (var entry in this.skillButtons) { entry.Key.update(); entry.Key.setVisible(this.selectedBattleEntity != null); // Si se hizo click en el botón de skill y la entidad es diferente a la actual if (entry.Key.clicked() && this.selectedSkill != entry.Value) { this.selectedSkill = entry.Value; this.setTargetButtons(); } } // Botones de Enemigos foreach (var entry in this.targetButtons) { //Si no se ha clickeado un boton de skill anteriormente, el boton de enemigo no es visible. if (this.selectedSkill == null) { entry.Key.setVisible(false); } else { entry.Key.setVisible(true); } entry.Key.update(); if (entry.Key.clicked()) { this.addAction(this.selectedBattleEntity, this.selectedSkill, entry.Value); //Esconder el botón de el jugador que ya escogió accion foreach (var playerButton in this.playerPartyButtons) { if (playerButton.Value == this.selectedBattleEntity) { playerButton.Key.setVisible(false); } } this.selectedSkill = null; this.selectedBattleEntity = null; } } break; case BattleState.PERFORMING_ACTIONS: if (this.selectedActions.Count <= 0) { this.setState(BattleState.SELECTING_ACTIONS); } else { this.selectedActions[0].update(); if (this.selectedActions[0].getState() == Action.FINISHED) { Debug.Log("Accion: Terminada"); this.selectedActions[0].destroy(); this.selectedActions.RemoveAt(0); } } break; } foreach (var player in this.playerParty) { player.update(); } foreach (var enemy in this.enemyParty) { enemy.update(); } //se encarga de que cuando una abilidad que tiene efecto tardio y se esta performeando, se cargue la animacion //mTurnActionManager.update(); }