/// <summary> /// コンストラクタ /// </summary> /// <param name="origin">武将データベースの武将</param> /// <param name="type">現在の兵種</param> public DeckedBusho(Busho origin, SoldierTypes type) { _originBusho = origin; _currentSoldierType = type; _rank = 0; this.UpdateDeckedInfo(); }
/// <summary> /// コンストラクタ /// </summary> /// <param name="name">兵種名</param> /// <param name="atk">攻撃力</param> /// <param name="def">防御力</param> /// <param name="type">兵士タイプenum</param> public Soldier(string name, int atk, int def, SoldierTypes type) { this.Attack = atk; this.Defence = def; this.Name = name; this.SoldierType = type; this.Icon = this.LoadImage(); }
/// <summary> /// 現在の兵種を切り替える /// </summary> /// <param name="type">切り替え後の兵種</param> public void SwitchSoldierType(SoldierTypes type) { CurrentSoldierType = type; foreach (var decked in DeckedBushos) { decked.CurrentSoldierType = _currentSoldierType; } this.CalculateTotalStatus(); }
/// <summary> /// 兵種を切り替える /// </summary> private void ChangeSoldierExecute(string soldierTypeStr) { if (soldierTypeStr != null) { SoldierTypes type = (SoldierTypes)Enum.Parse(typeof(SoldierTypes), soldierTypeStr, true); var soldier = RankDictionary.Soldiers[type]; this.SelectedSoldier = soldier; } if (this.SelectedSoldier != null) { this.MainDeck.SwitchSoldierType(this.SelectedSoldier.SoldierType); this.MessengerInstance.Send(new NotificationMessage <string>("click", "sound")); } }
public Settings Convert(int _i, bool _b) { var soldierTypes = SoldierTypes.Select((t, i) => t.Convert(i, false)).ToImmutableArray(); return(new Settings(Started, SingleClient, Interest, DefaultInstability, DefaultMoney, DebtLimit, RobotNames, MaxRobotCount, Color.Parse(SeaColor), Color.Parse(LandColor), Color.Parse(MountainsColor), MountainsWidth, soldierTypes, DefaultSoldierTypes !.Select(t => soldierTypes[t]).ToImmutableArray(), State.Password.Parse(Password))); }
public override Player AddSoldierTypes(params SoldierType[] types) => new Robot(Id, Name, Color, Password, Money, Alive, Income, SoldierTypes.AddRange(types));