public virtual void TroopOutburst(Troop troop, OutburstKind kind) { }
public override void TroopOutburst(Troop troop, OutburstKind kind) { if (((base.Scenario.CurrentPlayer == null) || base.Scenario.CurrentPlayer.IsPositionKnown(troop.Position)) || GlobalVariables.SkyEye) { switch (kind) { case OutburstKind.愤怒: this.Plugins.PersonBubblePlugin.AddPerson(troop.Leader, troop.Position, TextMessageKind.Angry, "TroopOutburstAngry"); break; case OutburstKind.沉静: this.Plugins.PersonBubblePlugin.AddPerson(troop.Leader, troop.Position, TextMessageKind.Calm, "TroopOutburstQuiet"); break; } } }
public virtual void TroopOutburst(Troop troop, OutburstKind kind) { }
public void ResetOutburstParametres() { this.CurrentOutburstKind = OutburstKind.无; this.OutburstOffenceMultiple = 1; this.OutburstDefenceMultiple = 1; this.OutburstNeverBeIntoChaos = false; this.OutburstPreventCriticalStrike = false; }
public override void TroopOutburst(Troop troop, OutburstKind kind) { if (((base.Scenario.CurrentPlayer == null) || base.Scenario.CurrentPlayer.IsPositionKnown(troop.Position)) || GlobalVariables.SkyEye) { switch (kind) { case OutburstKind.愤怒: if ((troop.Leader.PersonTextMessage == null) || (troop.Leader.PersonTextMessage.OutburstAngry.Count <= 0)) { this.Plugins.PersonBubblePlugin.AddPerson(troop.Leader, troop.Position, "TroopOutburstAngry"); break; } this.Plugins.PersonBubblePlugin.AddPersonText(troop.Leader, troop.Position, troop.Leader.PersonTextMessage.OutburstAngry[GameObject.Random(troop.Leader.PersonTextMessage.OutburstAngry.Count)]); break; case OutburstKind.沉静: if ((troop.Leader.PersonTextMessage == null) || (troop.Leader.PersonTextMessage.OutburstQuiet.Count <= 0)) { this.Plugins.PersonBubblePlugin.AddPerson(troop.Leader, troop.Position, "TroopOutburstQuiet"); break; } this.Plugins.PersonBubblePlugin.AddPersonText(troop.Leader, troop.Position, troop.Leader.PersonTextMessage.OutburstQuiet[GameObject.Random(troop.Leader.PersonTextMessage.OutburstQuiet.Count)]); break; } } }
private void BeAngry() { this.OutburstOffenceMultiple = 2; this.OutburstNeverBeIntoChaos = true; this.CurrentOutburstKind = OutburstKind.愤怒; if (this.OnOutburst != null) { this.OnOutburst(this, this.CurrentOutburstKind); } }
private void BeQuiet() { this.OutburstDefenceMultiple = 2; this.OutburstPreventCriticalStrike = true; this.CurrentOutburstKind = OutburstKind.沉静; if (this.OnOutburst != null) { this.OnOutburst(this, this.CurrentOutburstKind); } }
private void BeQuiet() { this.OutburstDefenceMultiple = 2; this.OutburstPreventCriticalStrike = true; this.CurrentOutburstKind = OutburstKind.沉静; if (this.OnOutburst != null) { this.OnOutburst(this, this.CurrentOutburstKind); } ExtensionInterface.call("BeQuiet", new Object[] { this.Scenario, this }); }
private void BeAngry() { this.OutburstOffenceMultiple = 2; this.OutburstNeverBeIntoChaos = true; this.CurrentOutburstKind = OutburstKind.愤怒; if (this.OnOutburst != null) { this.OnOutburst(this, this.CurrentOutburstKind); } ExtensionInterface.call("BeAngry", new Object[] { this.Scenario, this }); }
private void troop_OnOutburst(Troop troop, OutburstKind kind) { Session.MainGame.mainGameScreen.TroopOutburst(troop, kind); }
private void troop_OnOutburst(Troop troop, OutburstKind kind) { troop.Scenario.GameScreen.TroopOutburst(troop, kind); }
private void troop_OnOutburst(Troop troop, OutburstKind kind) { troop.Scenario.GameScreen.TroopOutburst(troop, kind); }