/// <summary> /// Wait for an action to be chosen. /// </summary> public override void DetermineAction() { Grid main = new Grid("Main"); main.List = new IButtonable[] { PageUtil.GenerateTargets(currentBattle, main, brainOwner, ATTACK, GetAttackSprite(brainOwner.Equipment), spellHandler), null, null, null, PageUtil.GenerateActions(currentBattle, main, brainOwner, ATTACK, temporarySpells, spellHandler), PageUtil.GenerateSpellBooks(currentBattle, main, brainOwner, ATTACK, spellHandler), PageUtil.GenerateItemsGrid(currentBattle, main, brainOwner, spellHandler, PageUtil.INVENTORY, brainOwner.Inventory.DetailedName, brainOwner.Inventory.DetailedDescription), PageUtil.GenerateEquipmentGrid(currentBattle, main, brainOwner, spellHandler, PageUtil.EQUIPMENT, "Equipment"), }; currentBattle.Actions = main.List; }
/// <summary> /// Wait for an action to be chosen. /// </summary> public override void DetermineAction() { Grid main = new Grid("Main"); main.List = new IButtonable[] { PageUtil.GenerateTargets(currentBattle, main, brainOwner, ATTACK, GetAttackSprite(brainOwner.Equipment), handlePlay, false), null, null, null, PageUtil.GenerateActions(currentBattle, main, brainOwner, ATTACK, temporarySpells, handlePlay), PageUtil.GenerateSpellBooks(currentBattle, main, brainOwner, ATTACK, handlePlay), PageUtil.GenerateItemsGrid(true, currentBattle, main, brainOwner, handlePlay), PageUtil.GenerateEquipmentGrid(currentBattle, main, brainOwner, handlePlay, true), }; currentBattle.Actions = main.List; }