private void AddSkillCommands() { #if DEBUG UnitCommandMenu.CheckValidCommands(SimpleCommands.Keys); UnitCommandMenu.CheckValidCommands(TargetCommands.Keys); #endif // Skills: Savior TargetCommands.Add(UnitCommandMenu.SkillCommandId(SkillMenuIds.Shelter), (Game_Unit unit, UnitCommandMenu menu) => Shelter(unit, menu)); TargetCommands.Add(UnitCommandMenu.SkillCommandId(SkillMenuIds.Refuge), (Game_Unit unit, UnitCommandMenu menu) => Refuge(unit, menu)); // Skills: Dash SimpleCommands.Add(UnitCommandMenu.SkillCommandId(SkillMenuIds.Dash), (Game_Unit unit) => Dash(unit)); // Skills: Swoop SimpleCommands.Add(UnitCommandMenu.SkillCommandId(SkillMenuIds.Swoop), (Game_Unit unit) => Swoop(unit)); // Skills: Trample SimpleCommands.Add(UnitCommandMenu.SkillCommandId(SkillMenuIds.Trample), (Game_Unit unit) => Trample(unit)); // Skills: Sacrifice TargetCommands.Add(UnitCommandMenu.SkillCommandId(SkillMenuIds.Sacrifice), (Game_Unit unit, UnitCommandMenu menu) => Sacrifice(unit, menu)); // Skills: Old Swoop //@Debug SimpleCommands.Add(UnitCommandMenu.SkillCommandId(SkillMenuIds.OldSwoop), (Game_Unit unit) => OldSwoop(unit)); }
private bool UnitMenuSelectSkill(int selectedOption, UnitCommandMenu unitMenu, Game_Unit unit) { // Skills: Masteries if (UnitCommandMenu.ValidMasteryCommand(selectedOption)) { string skill = UnitCommandMenu.GetMastery(selectedOption); Mastery(unit, skill); return(true); } return(false); }
private bool CancelCommandSkillCommand(UnitCommandMenu unitMenu) { Game_Unit unit = Global.game_map.units[unitMenu.UnitId]; if (unit.DashActivated) { Global.game_system.Menu_Canto = unitMenu.Canto; menu_ClosedCanceled(unitMenu, new EventArgs()); return(true); } return(false); }
private void Sacrifice(Game_Unit unit, UnitCommandMenu unitMenu) { Global.game_system.play_se(System_Sounds.Confirm); var targetWindow = new Window_Target_Sacrifice(unit.id, new Vector2(0, 0)); var targetMenu = new UnitTargetMenu(targetWindow, unitMenu); targetMenu.Selected += sacrificeTargetMenu_Selected; targetMenu.Canceled += unitTargetMenu_Canceled; AddMenu(targetMenu); Global.player.facing = 4; Global.player.update_cursor_frame(); }
public bool ShowSkillRange(string skill) { for (int i = 0; i < Menus.Count; i++) { if (Menus.ElementAt(i) is UnitCommandMenu) { var unitMenu = (Menus.ElementAt(i) as UnitCommandMenu); switch (skill) { // Skills: Swoop case "SWOOP": if (unitMenu.CommandAtIndex == UnitCommandMenu.SkillCommandId(SkillMenuIds.Swoop)) { return(true); } break; // Skills: Trample case "TRAMPLE": if (unitMenu.CommandAtIndex == UnitCommandMenu.SkillCommandId(SkillMenuIds.Trample)) { return(true); } break; // Skills: Old Swoop //Debug case "OLDSWOOP": if (unitMenu.CommandAtIndex == UnitCommandMenu.SkillCommandId(SkillMenuIds.OldSwoop)) { return(true); } break; } // Skills: Masteries if (Game_Unit.MASTERIES.Contains(skill)) { int index = Game_Unit.MASTERIES.IndexOf(skill); if (unitMenu.CommandAtIndex == UnitCommandMenu.MasteryCommandId(skill)) { return(true); } } break; } } return(false); }