public void FinishBattle() { statModifiers.Clear(); StatusEffects.Clear(); BattleEntity = null; HurtThisTurn = false; }
public void StartBattle() { statModifiers.Clear(); StatusEffects.Clear(); calculateStatsFromModifiers(); BattleEntity = new Entity(ResourceManager.GetNewSkeleton(Data.BattleSkeletonName), new Vector2()); BattleEntity.Skeleton.SetSkin(Data.BattleSkeletonSkinName); BattleEntity.Scale = new Vector2(0.6f); BattleEntity.Altitude = Data.BattleAltitude; if (Data.BattleShadowFollowBoneName != null && Data.BattleShadowFollowBoneName.Length > 0) { BattleEntity.ShadowFollowBone = BattleEntity.Skeleton.FindBone(Data.BattleShadowFollowBoneName); } updateBattleEntitySkeleton(); HurtThisTurn = false; hasIdleWeaponAnimation = BattleEntity.Skeleton.Data.FindAnimation("idle_weapon") != null; hasIdleShieldAnimation = BattleEntity.Skeleton.Data.FindAnimation("idle_shield") != null; hasHurtWeaponAnimation = BattleEntity.Skeleton.Data.FindAnimation("hurt_weapon") != null; hasHurtShieldAnimation = BattleEntity.Skeleton.Data.FindAnimation("hurt_shield") != null; BattleEntity.AnimationState.SetAnimation(GetBattleEntityIdleAnimationName(), true); BattleEntity.AnimationState.Time = (float)Game1.Random.NextDouble(); }