예제 #1
0
 /*
  * \brief
  * */
 public void selectHex(Hex h, List <UnitTexture> ListUnit)
 {
     if (selectedHex != null)
     {
         parent.infoUnit.Children.Clear();
         selectedHex.deselect();
     }
     selectedHex = h;
     foreach (UnitTexture uTex in ListUnit)
     {
         if (game.currentPlayer.belongTo(ListUnit.First <UnitTexture>().unit))
         {
             UnitScore us = new UnitScore(uTex);
             us.pg          = this;
             uTex.unitscore = us;
             parent.infoUnit.Children.Add(us);
         }
         else
         {
             UnitInformation info = new UnitInformation(ListUnit);
             parent.info.Navigate(info);
         }
     }
     // if (ListUnit.Count > 0 && ListUnit.First<UnitTexture>().unit.faction == parent.game.currentPlayer.faction.troops.First<Unit>().faction)
     if (ListUnit.Count > 0 && game.currentPlayer.belongTo(ListUnit.First <UnitTexture>().unit))
     {
         selectUnit(ListUnit.First <UnitTexture>());
     }
     else
     {
         deselectEverything();
     }
 }
예제 #2
0
        /*
         * \brief show unit statistics and highlight accessible hexagons
         * */
        internal void selectUnit(UnitTexture unitTex)
        {
            highlightAccessibleHexagons(unitTex);
            this.selectedUnit = unitTex;

            foreach (UnitScore unitScore in parent.infoUnit.Children)
            {
                unitScore.unselect();
            }

            // update the control panel
            unitTex.unitscore.select();
            //parent.unitIcon.Source = new BitmapImage(new Uri("pack://application:,,,/textures/" + unitTex.unit.faction + ".png", UriKind.RelativeOrAbsolute));
            //parent.unitIcon.Visibility = Visibility.Visible;
            //parent.unitName.Content = "Beautiful unit";
            //parent.movementPoints.Content = unitTex.unit.movementPoints;
            UnitInformation info = new UnitInformation(unitTex.unit);

            parent.info.Navigate(info);
            info.Visibility = Visibility.Visible;
        }