private void OnMovementConfirmed(MovementConfirmed obj) { if (_isFriendlyTurn) { Sound.SoundEffect("SFX/button-press-1.wav", DefaultVolume).Play(); } }
private void OnMovementConfirmed(MovementConfirmed e) { _shouldCheckMouse = false; _availableMoves = Empty; _lastPointOver = e.Path.First(); _currentPathTransforms = new List <Transform2>(0); }
private void OnMovementConfirmed(MovementConfirmed e) { var destination = e.Path.Last(); if (GameWorld.CurrentCharacter.Team != Team.Friendly && !GameWorld.FriendlyPerception.ContainsKey(destination)) { return; } var visuals = new List <IVisual>(); var automata = new List <IAutomaton>(); visuals.Add(new UiImage { Image = "Effects/Cover_Gray", Transform = GameWorld.Map.TileToWorldTransform(destination).WithSize(TileData.RenderSize), Tint = UiColors.AvailableMovesView_Rectangles }); var anim = new TileRotatingEdgesAnim(destination, Color.FromNonPremultiplied(110, 170, 255, 255)).Initialized(); visuals.Add(anim); automata.Add(anim); _visuals = visuals; _automata = automata; }
internal void Notify(MovementConfirmed movement) { Body.Path = new Queue <Point>(movement.Path.Skip(1).ToList()); Body.ShouldContinue = true; if (!Body.Path.Any()) { EventQueue.Instance.Add(new MovementFinished()); } }
private void Map_MovementConfirmed(object sender, MovementConfirmed e) { _account.Character.Map.MovementConfirmed -= Map_MovementConfirmed; _cellMovement = null; if (!e.Status) { OnChangementFinished(false); return; } _account.Character.Map.MapChanged += Map_MapChanged; Console.WriteLine($"Sending ChangeMapMessage"); Task.Delay(150).ContinueWith(t => _account.Network.SendToServer(new ChangeMapMessage(NewMap, false)) ); }
private void OnMovementConfirmed() { MovementConfirmed?.Invoke(_account, null); }
private void OnMovementConfirmed(MovementConfirmed e) => GameWorld.CurrentCharacter.Notify(e);
private void OnMovementConfirmed(MovementConfirmed e) { _visuals = new List <IVisual>(); }
private void OnMovementConfirmed() { MovementConfirmed?.Invoke(_account, new MovementConfirmed(true)); _account.Character.Status = CharacterStatus.None; }