// Sets the new state for the variables for Battle private void BattleEngineInit() { CharacterList.Clear(); // Clear the rest of the data BattleEngineClearData(); }
// Sets the new state for the variables for Battle private void BattleEngineClearData() { //BattleScore = new Score(); // BattleMessages = new BattleMessages(); ItemPool.Clear(); MonsterList.Clear(); CharacterList.Clear(); // Reset current player PlayerCurrent = null; }
public void Init() { ImportPath = string.Empty; ExportPath = string.Empty; NameToFind = string.Empty; CharacterList.Clear(); SelectedCharacter = null; CharViewModel.Init(); }
// Sets the new state for the variables for Battle public void BattleEngineClearData() { BattleScore = new Score(); BattleMessages = new BattleMessages(); RoundStateEnum = RoundEnum.NewRound; ItemPool.Clear(); MonsterList.Clear(); CharacterList.Clear(); // Reset current player PlayerCurrent = null; }
// Sets the new state for the variables for Battle public void BattleEngineClearData() { // Create a score object BattleScore = new Score(); // Create a BattleMessages object BattleMessage = new BattleMessages(); // Clear the lists ItemPool.Clear(); MonsterList.Clear(); CharacterList.Clear(); // Reset current player PlayerCurrent = null; }
public void Clean() { EventList.Clear(); CharacterList.Clear(); CharacterSelected = null; }
// Sets the new state for the variables for Battle private void BattleEngineInit() { CharacterList.Clear(); BattleEngineClearData(); }