コード例 #1
0
        public override void OnRegister()
        {
            base.OnRegister();

            UnitSelectedSignal.AddListener(ShowActionMenu);
            UnitDeselectedSignal.AddListener(HideActionMenu);

            View.ItemSelectedSignal.AddListener(OnItemSelect);
            View.DismissSignal.AddListener(RelayBackSignal);
        }
コード例 #2
0
ファイル: BackCommand.cs プロジェクト: w1r2p1/unitrpg
        public override void Execute()
        {
            var state = Model.State;

            switch (state)
            {
            case BattleUIState.SelectingAction:
                Model.SelectedCombatant = null;
                UnitDeselectedSignal.Dispatch();
                Model.State = BattleUIState.SelectingUnit;
                break;

            case BattleUIState.SelectingFightAction:
                Model.State = BattleUIState.SelectingAction;
                break;

            case BattleUIState.ForecastingCombat:
                Model.SelectedAttackTarget = null;
                Model.State = BattleUIState.SelectingAttackTarget;
                break;

            case BattleUIState.Surveying:
                Model.State = BattleUIState.Preparations;
                ShowBattlePrepSignal.Dispatch();
                break;

            case BattleUIState.SelectingAttackTarget:
            case BattleUIState.SelectingMoveLocation:
                var combatant     = Model.SelectedCombatant;
                var dimensions    = Model.Dimensions;
                var worldPosition = dimensions.GetWorldPositionForGridPosition(combatant.Position);
                UnitSelectedSignal.Dispatch(worldPosition);
                Model.State = BattleUIState.SelectingAction;
                break;
            }
        }
コード例 #3
0
        private void Cleanup(BattleUIState state)
        {
            switch (state)
            {
            case BattleUIState.SelectingUnit:
                break;

            case BattleUIState.SelectingAction:
                HoverTileEnableSignal.Dispatch();
                UnitDeselectedSignal.Dispatch();
                break;

            case BattleUIState.SelectingFightAction:
                break;

            case BattleUIState.SelectingAttackTarget:
                ClearHighlightSignal.Dispatch(HighlightLevel.PlayerAttack);
                break;

            case BattleUIState.SelectingInteractTarget:
                ClearHighlightSignal.Dispatch(HighlightLevel.PlayerInteract);
                break;

            case BattleUIState.SelectingMoveLocation:
                ClearHighlightSignal.Dispatch(HighlightLevel.PlayerAttack);
                ClearHighlightSignal.Dispatch(HighlightLevel.PlayerMove);
                PathUnavailableSignal.Dispatch();
                break;

            case BattleUIState.Fighting:
                HoverTileEnableSignal.Dispatch();
                break;

            case BattleUIState.CombatantMoving:
                break;

            case BattleUIState.ForecastingCombat:
                FightForecastDisableSignal.Dispatch();
                break;

            case BattleUIState.Uninitialized:
                break;

            case BattleUIState.PhaseChanging:
                HoverTileEnableSignal.Dispatch();
                CameraUnlockSignal.Dispatch();
                break;

            case BattleUIState.EnemyTurn:
                HoverTileEnableSignal.Dispatch();
                CameraUnlockSignal.Dispatch();
                break;

            case BattleUIState.ContextMenu:
                break;

            case BattleUIState.Preparations:
                break;

            case BattleUIState.Surveying:
                break;

            case BattleUIState.EventPlaying:
                break;

            default:
                throw new ArgumentOutOfRangeException("state", state, null);
            }
        }