private static void AreaSelectContext(ActionKey actionKey) { if (!KeyboardMouseUtility.AnyButtonsPressed() && actionKey.actionIndentifierString.Equals(Game1.cameraMoveUpString, StringComparison.OrdinalIgnoreCase)) { BattleGUI.gbc.rotationIndex = (int)BaseCharacter.Rotation.Up; KeyboardMouseUtility.bPressed = true; } if (!KeyboardMouseUtility.AnyButtonsPressed() && actionKey.actionIndentifierString.Equals(Game1.cameraMoveDownString, StringComparison.OrdinalIgnoreCase)) { BattleGUI.gbc.rotationIndex = (int)BaseCharacter.Rotation.Down; KeyboardMouseUtility.bPressed = true; } if (!KeyboardMouseUtility.AnyButtonsPressed() && actionKey.actionIndentifierString.Equals(Game1.cameraMoveLeftString, StringComparison.OrdinalIgnoreCase)) { BattleGUI.gbc.rotationIndex = (int)BaseCharacter.Rotation.Left; KeyboardMouseUtility.bPressed = true; } if (!KeyboardMouseUtility.AnyButtonsPressed() && actionKey.actionIndentifierString.Equals(Game1.cameraMoveRightString, StringComparison.OrdinalIgnoreCase)) { BattleGUI.gbc.rotationIndex = (int)BaseCharacter.Rotation.Right; KeyboardMouseUtility.bPressed = true; } if (!KeyboardMouseUtility.AnyButtonsPressed() && actionKey.actionIndentifierString.Equals(Game1.cancelString, StringComparison.OrdinalIgnoreCase)) { BattleGUI.HandleAreaCancel(); } if (!KeyboardMouseUtility.AnyButtonsPressed() && actionKey.actionIndentifierString.Equals(Game1.confirmString, StringComparison.OrdinalIgnoreCase)) { BattleGUI.HandleAreaConfirm(); } #region if (actionKey.actionIndentifierString.Equals(Game1.moveUpString)) { //PlayerController.selectedSprite.Move(new Vector2(0, -Speed)); //PathMoveHandler.SkipPathMovement(); if (!PathMoveHandler.bIsBusy) { selectedChar.rotationIndex = (int)BaseCharacter.Rotation.Up; CombatProcessor.allPossibleNodes = PathFinder.NewPathSearch(selectedChar.position, selectedChar.position - new Vector2(0, 64), CombatProcessor.radiusTiles); if (CombatProcessor.allPossibleNodes.Count != 0) { // EncounterInfo.currentTurn().selectedCharTurn.stepsSet++; EncounterInfo.currentTurn().bRegenerateRadius = true; } PathMoveHandler.Start(selectedChar, CombatProcessor.allPossibleNodes); } } if (actionKey.actionIndentifierString.Equals(Game1.moveDownString)) { //PlayerController.selectedSprite.Move(new Vector2(0, Speed)); // PathMoveHandler.SkipPathMovement(); if (!PathMoveHandler.bIsBusy) { selectedChar.rotationIndex = (int)BaseCharacter.Rotation.Down; CombatProcessor.allPossibleNodes = PathFinder.NewPathSearch(selectedChar.position, selectedChar.position + new Vector2(0, 64), CombatProcessor.radiusTiles); if (CombatProcessor.allPossibleNodes.Count != 0) { // EncounterInfo.currentTurn().selectedCharTurn.stepsSet++; EncounterInfo.currentTurn().bRegenerateRadius = true; } PathMoveHandler.Start(selectedChar, CombatProcessor.allPossibleNodes); } } if (actionKey.actionIndentifierString.Equals(Game1.moveLeftString)) { // PlayerController.selectedSprite.Move(new Vector2(-Speed, 0)); // PathMoveHandler.SkipPathMovement(); if (!PathMoveHandler.bIsBusy) { selectedChar.rotationIndex = (int)BaseCharacter.Rotation.Left; CombatProcessor.allPossibleNodes = PathFinder.NewPathSearch(selectedChar.position, selectedChar.position - new Vector2(64, 0), CombatProcessor.radiusTiles); if (CombatProcessor.allPossibleNodes.Count != 0) { // EncounterInfo.currentTurn().selectedCharTurn.stepsSet++; EncounterInfo.currentTurn().bRegenerateRadius = true; } PathMoveHandler.Start(selectedChar, CombatProcessor.allPossibleNodes); } } if (actionKey.actionIndentifierString.Equals(Game1.moveRightString)) { // PlayerController.selectedSprite.Move(new Vector2(Speed, 0)); //PathMoveHandler.SkipPathMovement(); if (!PathMoveHandler.bIsBusy) { selectedChar.rotationIndex = (int)BaseCharacter.Rotation.Right; //int radius = selectedChar.trueSTATChart().currentPassiveStats[(int)STATChart.PASSIVESTATS.MOB] * selectedChar.trueSTATChart().currentPassiveStats[(int)STATChart.PASSIVESTATS.AP] - EncounterInfo.currentTurn().selectedCharTurn.stepsSet; //CombatProcessor.radiusTiles = MapListUtility.returnMapRadius(radius,GameProcessor.loadedMap.possibleTilesGameZone(CombatProcessor.zoneTiles),selectedChar); CombatProcessor.allPossibleNodes = PathFinder.NewPathSearch(selectedChar.position, selectedChar.position + new Vector2(64, 0), CombatProcessor.radiusTiles); if (CombatProcessor.allPossibleNodes.Count != 0) { // EncounterInfo.currentTurn().selectedCharTurn.stepsSet++; EncounterInfo.currentTurn().bRegenerateRadius = true; } PathMoveHandler.Start(selectedChar, CombatProcessor.allPossibleNodes); } } #endregion }