public void CreateAnimation(string AnimationName, DeathmatchMap Map, Squad ActiveSquad, Squad EnemySquad, Attack ActiveAttack, SquadBattleResult BattleResult, AnimationScreen.AnimationUnitStats UnitStats, AnimationBackground ActiveTerrain, string ExtraText, bool IsLeftAttacking) { AnimationScreen NewAnimationScreen = new AnimationScreen(AnimationName, Map, ActiveSquad, EnemySquad, ActiveAttack, BattleResult, UnitStats, ActiveTerrain, ExtraText, IsLeftAttacking); ListNextAnimationScreen.Add(NewAnimationScreen); }
public void CreateAnimation(AnimationInfo Info, DeathmatchMap Map, Squad ActiveSquad, Squad EnemySquad, Attack ActiveAttack, SquadBattleResult BattleResult, AnimationScreen.AnimationUnitStats UnitStats, AnimationBackground ActiveTerrain, string ExtraText, bool IsLeftAttacking) { AnimationScreen NewAnimationScreen = new AnimationScreen(Info.AnimationName, Map, ActiveSquad, EnemySquad, ActiveAttack, BattleResult, UnitStats, ActiveTerrain, ExtraText, IsLeftAttacking); NewAnimationScreen.Load(); NewAnimationScreen.UpdateKeyFrame(0); Dictionary <int, Timeline> DicExtraTimeline = Info.GetExtraTimelines(NewAnimationScreen); foreach (KeyValuePair <int, Timeline> ActiveExtraTimeline in DicExtraTimeline) { NewAnimationScreen.ListAnimationLayer[0].AddTimelineEvent(ActiveExtraTimeline.Key, ActiveExtraTimeline.Value); } ListNextAnimationScreen.Add(NewAnimationScreen); }
public void InitPlayerBattle(Squad ActiveSquad, SupportSquadHolder ActiveSquadSupport, int AttackerPlayerIndex, Squad TargetSquad, SupportSquadHolder TargetSquadSupport, int DefenderPlayerIndex, bool IsActiveSquadOnRight) { if (TargetSquad.CurrentLeader.Boosts.AttackFirstModifier && !ActiveSquad.CurrentLeader.Boosts.AttackFirstModifier) { Squad ActiveSquadTemp = ActiveSquad; SupportSquadHolder ActiveSquadSupportTemp = ActiveSquadSupport; int AttackerPlayerIndexTemp = AttackerPlayerIndex; ActiveSquad = TargetSquad; ActiveSquadSupport = TargetSquadSupport; AttackerPlayerIndex = DefenderPlayerIndex; TargetSquad = ActiveSquadTemp; TargetSquadSupport = ActiveSquadSupportTemp; DefenderPlayerIndex = AttackerPlayerIndexTemp; } ActivePlayerIndex = AttackerPlayerIndex; ActiveSquadIndex = ListPlayer[AttackerPlayerIndex].ListSquad.IndexOf(ActiveSquad); TargetPlayerIndex = DefenderPlayerIndex; TargetSquadIndex = ListPlayer[TargetPlayerIndex].ListSquad.IndexOf(TargetSquad); bool ShowAnimation = Constants.ShowAnimation && ActiveSquad.CurrentLeader.CurrentAttack.Animations.Start.AnimationName != null; ListNextAnimationScreen.Clear(); NonDemoScreen.ListNonDemoBattleFrame.Clear(); ListActionMenuChoice.RemoveAllSubActionPanels(); SquadBattleResult AttackingResult = CalculateFinalHP(ActiveSquad, ActiveSquadSupport.ActiveSquadSupport, ActivePlayerIndex, BattleMenuOffenseFormationChoice, TargetSquad, TargetSquadSupport.ActiveSquadSupport, TargetPlayerIndex, true, true); AnimationScreen.AnimationUnitStats UnitStats = new AnimationScreen.AnimationUnitStats(ActiveSquad, TargetSquad, IsActiveSquadOnRight); SquadBattleResult DefendingResult = new SquadBattleResult(new BattleResult[1] { new BattleResult() }); if (ShowAnimation) { if (IsActiveSquadOnRight) { GenerateNextAnimationScreens(ActiveSquad, ActiveSquadSupport, TargetSquad, TargetSquadSupport, UnitStats, AnimationScreen.BattleAnimationTypes.RightAttackLeft, AttackingResult); } else { GenerateNextAnimationScreens(ActiveSquad, ActiveSquadSupport, TargetSquad, TargetSquadSupport, UnitStats, AnimationScreen.BattleAnimationTypes.LeftAttackRight, AttackingResult); } } if (AttackingResult.ArrayResult[0].Target.ComputeRemainingHPAfterDamage(AttackingResult.ArrayResult[0].AttackDamage) > 0) { //Counter. if (TargetSquad.CurrentLeader.BattleDefenseChoice == Unit.BattleDefenseChoices.Attack) { DefendingResult = CalculateFinalHP(TargetSquad, null, TargetPlayerIndex, BattleMenuDefenseFormationChoice, ActiveSquad, null, ActivePlayerIndex, true, true); if (ShowAnimation) { if (IsActiveSquadOnRight) { GenerateNextAnimationScreens(ActiveSquad, ActiveSquadSupport, TargetSquad, TargetSquadSupport, UnitStats, AnimationScreen.BattleAnimationTypes.RightConteredByLeft, DefendingResult); } else { GenerateNextAnimationScreens(ActiveSquad, ActiveSquadSupport, TargetSquad, TargetSquadSupport, UnitStats, AnimationScreen.BattleAnimationTypes.LeftConteredByRight, DefendingResult); } } } } if (ShowAnimation) { PushScreen(ListNextAnimationScreen[0]); ListNextAnimationScreen.RemoveAt(0); ListNextAnimationScreen.Add(new EndBattleAnimationScreen(this, ActiveSquad, ActiveSquadSupport, AttackerPlayerIndex, TargetSquad, TargetSquadSupport, DefenderPlayerIndex, AttackingResult, DefendingResult)); } else { NonDemoScreen.InitNonDemo(ActiveSquad, ActiveSquadSupport, AttackerPlayerIndex, AttackingResult, BattleMenuOffenseFormationChoice, TargetSquad, TargetSquadSupport, DefenderPlayerIndex, DefendingResult, BattleMenuDefenseFormationChoice, IsActiveSquadOnRight); NonDemoScreen.Alive = true; ListGameScreen.Insert(0, NonDemoScreen); } //AttackingSquad Activations. for (int U = 0; U < ActiveSquad.UnitsAliveInSquad; U++) { ActiveSquad[U].UpdateSkillsLifetime(SkillEffect.LifetimeTypeBattle); } //DefendingSquad Activations. for (int U = 0; U < TargetSquad.UnitsAliveInSquad; U++) { TargetSquad[U].UpdateSkillsLifetime(SkillEffect.LifetimeTypeBattle); } FinalizeMovement(ActiveSquad, (int)GetTerrain(ActiveSquad).MovementCost); ActiveSquad.EndTurn(); bool HasAfterAttack = false; ActionPanelDeathmatch AfterAttack = new ActionPanelMainMenu(this, ActiveSquad, AttackerPlayerIndex); if (ActiveSquad.CurrentLeader.Boosts.PostAttackModifier.Attack) { HasAfterAttack = true; AfterAttack.AddChoiceToCurrentPanel(new ActionPanelAttackPart1(ActiveSquad.CanMove, ActiveSquad, AttackerPlayerIndex, this)); } if (ActiveSquad.CurrentLeader.Boosts.PostAttackModifier.Move) { HasAfterAttack = true; CursorPosition = ActiveSquad.Position; AfterAttack.AddChoiceToCurrentPanel(new ActionPanelMovePart1(this, ActiveSquad.Position, CameraPosition, ActiveSquad, AttackerPlayerIndex, true)); } if (HasAfterAttack) { AfterAttack.AddChoiceToCurrentPanel(new ActionPanelWait(this, ActiveSquad)); ListActionMenuChoice.Add(AfterAttack); } }