/// <summary>
        /// Initializes a new instance of the RollDiceViewModel class.
        /// </summary>
        public CombatViewModel()
        {
            CombatRound round = new CombatRound();

            if (IsInDesignMode)
            {
                // Code runs in Blend --> create design time data.
                for (int i = 0; i < 2; i++)
                {
                    CombatForce combatForce = round.AddCombatForce("Combat Force " + i);

                    for (int x = 0; x < 2; x++)
                    {
                        Unit unit = new Unit();
                        unit.CombatForce = combatForce;
                        unit.Name = "Unit " + x;
                        unit.TypeOfUnit = UnitType.Both;
                        unit.Health = 6.0;
                        unit.AttackPower = 6.0;
                        combatForce.AddUnit(unit);
                    }
                }
            }
            else
            {
                // Code runs "for real"
                ReloadUnitStats();
            }   

            RoundsOfCombat.Add(round);
        }
        private void unitStatisticsChildWindow_unitListbox_AddAbove_Click(object sender, RoutedEventArgs e)
        {
            Unit newUnit = new Unit();
            newUnit.Name = unitNameTextBox.Text;

            if (string.IsNullOrWhiteSpace(unitHealthTextBox.Text))
                newUnit.Health = 0.0;
            else
                newUnit.Health = Convert.ToInt32(unitHealthTextBox.Text);

            if (string.IsNullOrWhiteSpace(unitHealthTextBox.Text))
                newUnit.AttackPower = 0.0;
            else
                newUnit.AttackPower = Convert.ToInt32(unitAttackTextBox.Text);

            if (unitDetectedCheckBox.IsChecked.HasValue)
                newUnit.Detected = unitDetectedCheckBox.IsChecked.Value;
            else newUnit.Detected = false;

            if (unitIsCommandAndControlCheckBox.IsChecked.HasValue)
                newUnit.IsCommandAndControl = unitIsCommandAndControlCheckBox.IsChecked.Value;
            else newUnit.IsCommandAndControl = false;

            Button originalSource = (Button)e.OriginalSource;
            ViewModel.AddAbove((Unit)originalSource.DataContext, newUnit);
        }
 public void RemoveUnit(Unit unit)
 {
     UnitStatistics.Units.Remove(unit);
 }
 public void AddAbove(Unit unit, Unit unitToAdd)
 {
     int index = UnitStatistics.Units.IndexOf(unit);
     UnitStatistics.Units.Insert(index, unitToAdd);
 }
예제 #5
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        public Unit(Unit otherUnit)
        {
            TypeOfUnit = otherUnit.TypeOfUnit;
            Name = otherUnit.Name;
            Health = otherUnit.Health;
            AttackPower = otherUnit.AttackPower;

            IsCommandAndControl = otherUnit.IsCommandAndControl;

            Cost = otherUnit.Cost;
            BuildRate = otherUnit.BuildRate;
            NumberBuildAtATime = otherUnit.NumberBuildAtATime;

            SkipAttack = otherUnit.SkipAttack;
            Detected = otherUnit.Detected;
            Invulnerable = otherUnit.Invulnerable;

            CombatForce = otherUnit.CombatForce;
        }
        private void SubmitUnitButton_Clicked(object sender, RoutedEventArgs e)
        {
            Debug.WriteLine("Submit Unit Button Clicked");
            if (string.IsNullOrWhiteSpace(nameTextBox_addUnit_childWindow.Text) ||
                string.IsNullOrWhiteSpace(healthTextBox_addUnit_childWindow.Text) ||
                string.IsNullOrWhiteSpace(attackValueTextBox_addUnit_childWindow.Text))
            {
                return;
            }

            // Parse the Data out of the UI Elements
            string name = nameTextBox_addUnit_childWindow.Text;

            double health = 0.0;
            if (!double.TryParse(healthTextBox_addUnit_childWindow.Text, out health))
                return;

            double attackPower = 0.0;
            if (!double.TryParse(attackValueTextBox_addUnit_childWindow.Text, out attackPower))
                return;

            int quantityOfUnits = 1;
            if (!int.TryParse(quantityOfUnits_addUnit_childWindow.Text, out quantityOfUnits))
                quantityOfUnits = 1;
            quantityOfUnits_addUnit_childWindow.Text = "1";

            // Populate the CombatForce
            Unit comboBoxSelectedUnit = presetComboBox_addUnit_childWindow.SelectedItem as Unit;
            for (int i = 0; i < quantityOfUnits; i++)
            {
                Unit unit = new Unit();
                unit.Name = name;
                unit.Health = health;
                unit.AttackPower = attackPower;

                if (commandAndControlCheckBox_addUnit_childWindow.IsChecked.HasValue)
                    unit.IsCommandAndControl = commandAndControlCheckBox_addUnit_childWindow.IsChecked.Value;
                else unit.IsCommandAndControl = false;

                if (detectedCheckBox_addUnit_childWindow.IsChecked.HasValue)
                    unit.Detected = detectedCheckBox_addUnit_childWindow.IsChecked.Value;
                else unit.Detected = false;

                try
                {
                    if (typeOfUnitComboBox_addUnit_childWindow.SelectedIndex < 0 ||
                        typeOfUnitComboBox_addUnit_childWindow.SelectedIndex > 2)
                        unit.TypeOfUnit = UnitType.Both;
                    else
                        unit.TypeOfUnit = (UnitType)typeOfUnitComboBox_addUnit_childWindow.SelectedIndex;
                }
                catch (Exception) { unit.TypeOfUnit = UnitType.Both; }

                addUnitCombatForce.AddUnit(unit);
            }

            // Reset and Close
            presetComboBox_addUnit_childWindow.SelectedIndex = 0;
            addUnitCombatForce = null;
            addUnitChildWindow.Close();
        }