public bool Utility() { m_WarriorState = Warrior.Abilites; m_RogueState = Rogue.Steal; m_WhiteMageState = White_Mage.Buff; m_BlackMageState = Black_Mage.Debuff; return(true); }
public bool Defensive() { m_WarriorState = Warrior.Defend; m_RogueState = Rogue.Defend; m_WhiteMageState = White_Mage.Heal; m_BlackMageState = Black_Mage.Defend; return(true); }
public bool Survive() { m_WarriorState = Warrior.Escape; m_RogueState = Rogue.Escape; m_WhiteMageState = White_Mage.Heal; m_BlackMageState = Black_Mage.Escape; return(true); }
public bool Offensive() { m_WarriorState = Warrior.Attack; m_RogueState = Rogue.Attack; m_WhiteMageState = White_Mage.Whtie_Magic; m_BlackMageState = Black_Mage.Black_Magic; return(true); }
public Form1() { InitializeComponent(); war = new Warrior(); rg = new Rogue(); wm = new White_Mage(); bm = new Black_Mage(); concreteParty = new ConcreteParty(); factory = new ConcreteFactory(); war.WarriorStateChanged += new WarriorStateChangedEventHandler(war_WarriorStateChanged); rg.RogueStateChanged += new RogueStateChangedEventHandler(rg_RogueStateChanged); wm.WhiteMageStateChanged += new WhiteMageStateChangedEventHandler(wm_WhiteMageStateChanged); bm.BlackMageStateChanged += new BlackMageStateChangedEventHandler(bm_BlackMageStateChanged); }