public void LoseSanity() { Investigator active = GameManager.SingleInstance.App.Model.encounterMenuModel.currentInvestigator; active.LoseSanity(active.GetIncomingDamage()); active.SetIncomingDamage(0); GameManager.SingleInstance.App.Controller.queueController.CreateCallBackQueue(FinishEncounter); // Create Queue GameManager.SingleInstance.App.Model.eventModel.DamageTakenEvent(); // Populate Queue GameManager.SingleInstance.App.Controller.queueController.StartCallBackQueue(); // Start Queue }
public void FlipLoseSanity() { Investigator active = GameManager.SingleInstance.App.Model.investigatorModel.investigators[dealSanityInvestigatorIndex]; active.LoseSanity(active.GetIncomingDamage()); active.SetIncomingDamage(0); GameManager.SingleInstance.App.Controller.queueController.CreateCallBackQueue(DealNextSanityDamage); // Create Queue GameManager.SingleInstance.App.Model.eventModel.DamageTakenEvent(); // Populate Queue GameManager.SingleInstance.App.Controller.queueController.StartCallBackQueue(); // Start Queue }
public void UseAsset() { int incoming = targetReference.GetIncomingDamage(); incoming -= 2; if (incoming < 0) { incoming = 0; } targetReference.SetIncomingDamage(incoming); ownerReference.LoseAsset(this); GameManager.SingleInstance.App.Controller.queueController.NextCallBack(); }
public void LoseSanity() { if (targetInvestigator.deathEncounter != null) // The Investigator died during the predamage event { GameManager.SingleInstance.App.Controller.queueController.NextCallBack(); } else { targetInvestigator.LoseSanity(targetInvestigator.GetIncomingDamage()); targetInvestigator.SetIncomingDamage(0); GameManager.SingleInstance.App.Controller.queueController.CreateCallBackQueue(SanityLost); // Create Queue GameManager.SingleInstance.App.Model.eventModel.DamageTakenEvent(); // Populate Queue GameManager.SingleInstance.App.Controller.queueController.StartCallBackQueue(); // Start Queue } }
public void LoseHealth() { Investigator active = App.Model.combatModel.currentInvestigator; if (active.deathEncounter != null) { App.View.combatView.NextFight(); FinishCombat(); } else { active.LoseHealth(active.GetIncomingDamage()); active.SetIncomingDamage(0); GameManager.SingleInstance.App.Controller.queueController.CreateCallBackQueue(DealDamageToMonster); // Create Queue GameManager.SingleInstance.App.Model.eventModel.DamageTakenEvent(); // Populate Queue GameManager.SingleInstance.App.Controller.queueController.StartCallBackQueue(); // Start Queue } }