예제 #1
0
        public bool PerformActionOn(Character character, Scenario scenario)
        {
            var hero = character as Hero;

            if (hero == null || !CanPerformAction(character, scenario)) return false;

            return hero.Rest();
        }
예제 #2
0
        public bool PerformActionOn(Character character, Scenario scenario)
        {
            if (!CanPerformAction(character, scenario)) return false;

            scenario.ClearMarkedFields();

            character.UseMovementAction();

            return true;
        }
예제 #3
0
        public bool CanPerformAction(Character character, Scenario scenario)
        {
            var hero = character as Hero;

            if (hero == null || hero.TakenFatigue == 0 || hero.UsedRest || hero.RemainingActions == 0)
            {
                return false;
            }

            return true;
        }
예제 #4
0
        public bool PerformActionOn(Character character, Scenario scenario)
        {
            Hero hero = character as Hero;
            if (hero != null && hero.CanSpendFatigue(1) && !hero.Dead)
            {
                scenario.ClearMarkedFields();
                hero.UseFatigueToMove(1);
            }

            return false;
        }
예제 #5
0
 public bool CanPerformAction(Character character, Scenario scenario)
 {
     Hero hero = character as Hero;
     return (hero != null && hero.CanSpendFatigue(1));
 }
예제 #6
0
 public ScenarioChoosenEvent(object sender, Scenario scenario)
 {
     SelectedScenario = scenario;
 }
예제 #7
0
 public bool CanPerformAction(Character character, Scenario scenario)
 {
     return true;
 }
예제 #8
0
 public bool PerformActionOn(Character character, Scenario scenario)
 {
     GameplayProgress.Instance.GetChooseHeroDialog().Show();
     GameplayProgress.Instance.Scenario.ClearMarkedFields();
     return true;
 }
예제 #9
0
 public bool CanPerformAction(Character character, Scenario scenario)
 {
     return !character.Dead && character.RemainingActions > 0;
 }
예제 #10
0
 public bool PerformActionOn(Character character, Scenario scenario)
 {
     return character.UseAttackAction();
 }