public UpgradeGUI(FormState state) { _state = state; InitializeComponent(); }
public MoveGUI(FormState state) { _state = state; InitializeComponent(); }
public ShopRoom(FormState state) { _state = state; vendorDialog = new List <string[]>(); InitializeComponent(); }
public MinionGUI(FormState state) { _state = state; mm = new MinionManager(state.Random); InitializeComponent(); }
public WishlistGUI(FormState state) { _state = state; InitializeComponent(); }
public CraftArmorGUI(FormState state) { _state = state; rbuttons = new List <RadioButton>(); InitializeComponent(); }
public WelcomeScreen(FormState state) { _state = state; InitializeComponent(); }
public string GetWeaponResult(string name, int dmg, FormState state, Enemy target) => _ah.UseWeaponPlayer(name, dmg, state, target);
public string GetSkillResult(string name, FormState state, Skill skill, Enemy target) => _ah.UseSkillPlayer(name, skill, state, target);
private void MasterForm_Load(object sender, EventArgs e) { Visible = false; var state = new FormState(); state.Location = Location; state.Type = FTypes.WELCOME_SCREEN; state.Random = new Random(); state.Music = new MusicManager(); state.Save = new SaveManager(); state.SManager = new SkillManager(); state.AManager = new ArmorManager(); Form current = new Form(); while (state.Type != FTypes.CLOSE) { switch (state.Type) { case FTypes.WELCOME_SCREEN: current = new WelcomeScreen(state); break; case FTypes.CHARACTER_SELECT: current = new CharacterSelect(state); break; case FTypes.LOAD_SCREEN: current = new LoadScreen(state); break; case FTypes.MOVE: current = new MoveGUI(state); break; case FTypes.INVENTORY: current = new Inventory(state); break; case FTypes.SHOP_ROOM: current = new ShopRoom(state); break; case FTypes.CRAFTING_ARMOR: current = new CraftArmorGUI(state); break; case FTypes.SELECT_DUNGEON: current = new SelectDungeon(state); break; case FTypes.DUNGEON_GUI: current = new DungeonGUI(state); break; case FTypes.DUNGEON_BOSS: current = new DungeonGUIBoss(state); break; case FTypes.UPGRADE_SKILLS: current = new UpgradeGUI(state); break; case FTypes.MELD: current = new MeldGUI(state); break; case FTypes.EXCHANGE: current = new MatExchangeGUI(state); break; case FTypes.MINIONS: current = new MinionGUI(state); break; } try { ShowForm(current, state); } catch (StackOverflowException) { } } Close(); }
private void ShowForm(Form form, FormState state) { form.StartPosition = FormStartPosition.Manual; form.Location = state.Location; form.ShowDialog(); }