public void setImage(enmUnitType unitType) { switch (unitType) { case enmUnitType.LightInfantry: imgUnit.Source = new BitmapImage(new Uri("UnitImages/Unit_LI.png", UriKind.RelativeOrAbsolute)); break; case enmUnitType.HeavyInfantry: imgUnit.Source = new BitmapImage(new Uri("UnitImages/Unit_HI.png", UriKind.RelativeOrAbsolute)); break; case enmUnitType.LightCavalry: imgUnit.Source = new BitmapImage(new Uri("UnitImages/Unit_LC.png", UriKind.RelativeOrAbsolute)); break; case enmUnitType.HeavyCavalry: imgUnit.Source = new BitmapImage(new Uri("UnitImages/Unit_HC.png", UriKind.RelativeOrAbsolute)); break; case enmUnitType.Archers: imgUnit.Source = new BitmapImage(new Uri("UnitImages/Unit_Ar.png", UriKind.RelativeOrAbsolute)); break; case enmUnitType.Musketeers: imgUnit.Source = new BitmapImage(new Uri("UnitImages/Unit_Mu.png", UriKind.RelativeOrAbsolute)); break; } }
/// <summary> /// Adds one unit to the army /// </summary> /// <param name="unit">Type of the unit that is being added</param> public void addUnit(enmUnitType unit) { switch (unit) { case enmUnitType.Archers: army.Archers++; break; case enmUnitType.Musketeers: army.Musketeers++; break; case enmUnitType.LightInfantry: army.LightInfantry++; break; case enmUnitType.HeavyInfantry: army.HeavyInfantry++; break; case enmUnitType.LightCavalry: army.LightCavalry++; break; case enmUnitType.HeavyCavalry: army.HeavyCavalry++; break; } }
private void removeUnit(enmUnitType unitType, bool resetInterface) { App app = (App)Application.Current; Player ActivePlayer = app.Recruitment_player; bool removeArmy = false; Army armyToRemove = new Army(); //placeholder foreach (Army army in ActivePlayer.Armies) { if (string.Equals(army.location, app.Recruitment_node)) { switch (unitType) { case enmUnitType.Archers: army.Archers--; break; case enmUnitType.HeavyCavalry: army.HeavyCavalry--; break; case enmUnitType.LightCavalry: army.LightCavalry--; break; case enmUnitType.HeavyInfantry: army.HeavyInfantry--; break; case enmUnitType.LightInfantry: army.LightInfantry--; break; case enmUnitType.Musketeers: army.Musketeers--; break; } //switch if (army.isEmpty()) { removeArmy = true; armyToRemove = army; } break; } //if } //foreach if (removeArmy) { ActivePlayer.Armies.Remove(armyToRemove); } if (resetInterface) { setInterface(); } }
private void moveDown(enmUnitType unitType) { removeUnit(unitType, false); App app = (App)Application.Current; foreach (Commander commander in app.Recruitment_player.Commanders) { if (string.Equals(commander.location, app.Recruitment_node)) { commander.addUnit(unitType); break; } } setInterface(); }
/// <summary> /// Removes a unit from the army /// </summary> /// <param name="unit">Type of the unit that is being removed</param> public void removeUnit(enmUnitType unit) { switch (unit) { case enmUnitType.Archers: if (army.Archers != 0) { army.Archers--; } break; case enmUnitType.Musketeers: if (army.Musketeers != 0) { army.Musketeers--; } break; case enmUnitType.LightInfantry: if (army.LightInfantry != 0) { army.LightInfantry--; } break; case enmUnitType.HeavyInfantry: if (army.HeavyInfantry != 0) { army.HeavyInfantry--; } break; case enmUnitType.LightCavalry: if (army.LightCavalry != 0) { army.LightCavalry--; } break; case enmUnitType.HeavyCavalry: if (army.HeavyCavalry != 0) { army.HeavyCavalry--; } break; } }
private void addUnit(enmUnitType unitType, bool hiring) { App app = (App)Application.Current; Player ActivePlayer = app.Recruitment_player; if (!garrisonArmyExists) { Army newArmy = new Army(); newArmy.location = app.Recruitment_node; ActivePlayer.Armies.Add(newArmy); garrisonArmyExists = true; } foreach (Army army in ActivePlayer.Armies) { if (string.Equals(army.location, app.Recruitment_node)) { switch (unitType) { case enmUnitType.Archers: army.Archers++; if (hiring) { ActivePlayer.Gold -= Constants.GoldCostBowmen; } break; case enmUnitType.HeavyCavalry: army.HeavyCavalry++; if (hiring) { ActivePlayer.Gold -= Constants.GoldCostCavalryHeavy; } break; case enmUnitType.LightCavalry: army.LightCavalry++; if (hiring) { ActivePlayer.Gold -= Constants.GoldCostCavalryLight; } break; case enmUnitType.HeavyInfantry: army.HeavyInfantry++; if (hiring) { ActivePlayer.Gold -= Constants.GoldCostInfantryHeavy; } break; case enmUnitType.LightInfantry: army.LightInfantry++; if (hiring) { ActivePlayer.Gold -= Constants.GoldCostInfantryLight; } break; case enmUnitType.Musketeers: army.Musketeers++; if (hiring) { ActivePlayer.Gold -= Constants.GoldCostMusketeer; } break; } //switch break; } //if } //foreach if (hiring) { setInterface(); } }