public P_BMSChose_Movement(P_BattleMap map, IEntityActor actor) { _Actor = actor; _Cursor = new P_SelectionCursor(actor.MyLocation); _Cursor.AcceptP_Render(map.Renderer); _CursorIndex = actor.MyTileIndex; _ValidMoveIndex = MovementRange(map, actor); _MoveLights = new P_MovementRangeLight(map, _ValidMoveIndex, actor); _MoveLights.AcceptP_Render(map.Renderer); _MoveLights.AcceptUpdater(map.Updater); map.MyState = this; }
public P_BMSPlayerSelectingTile(P_BattleMap map) { map.MyState = this; Random rng = new Random(); DebugBox = new TilerIsADummy.PrototypeMapGen.PrototypeTextBox.P_DebugBattleBox(map); DebugBox.AcceptP_Render(map.Renderer); DebugBox.AcceptUpdater(map.Updater); while (true) { int num = rng.Next(0, map.MapEntity.Count); if (map.MapEntity[num].GetType() == typeof(EntityActor)) { EntityActor check = map.MapEntity[num] as EntityActor; if (check.TurnStatus == EntityCharacterTurnStatus.MyTurn && check.MyTileIndex > 0) { _Cursor = new P_SelectionCursor(check.MyLocation); _Cursor.AcceptP_Render(map.Renderer); CursorIndex = check.MyTileIndex; break; } } } }