예제 #1
0
        public void RemoveLadderObject(LadderObject ladderObject)
        {
            var message = new BattleSceneRemoveLadderObjectMessage();

            message.ladderObj = StreamableFactory.CreateBattleSceneObject(ladderObject);
            _connection.SendMessage(message);
        }
예제 #2
0
        public void RemoveGridObject(GridObject gridObject)
        {
            var message = new BattleSceneRemoveGridObjectMessage();

            message.gridObj = StreamableFactory.CreateBattleSceneObject(gridObject);
            _connection.SendMessage(message);
        }
예제 #3
0
        public void StartCheck(SceneObject initiative, SkillType initiativeSkillType, CharacterAction action, IEnumerable <SceneObject> targets)
        {
            if (!_isUsing)
            {
                return;
            }
            var message = new BattleSceneStartCheckMessage();

            message.initiativeObj       = StreamableFactory.CreateBattleSceneObject(initiative);
            message.initiativeSkillType = StreamableFactory.CreateSkillTypeDescription(initiativeSkillType);
            message.action = action;
            int count = 0;

            foreach (var target in targets)
            {
                ++count;
            }
            message.targets = new BattleSceneObject[count];
            int i = 0;

            foreach (var target in targets)
            {
                message.targets[i++] = StreamableFactory.CreateBattleSceneObject(target);
            }
            _connection.SendMessage(message);
        }
예제 #4
0
        public void CheckNextone(SceneObject nextone)
        {
            if (!_isUsing || !BattleSceneContainer.Instance.IsChecking)
            {
                return;
            }
            var message = new BattleSceneCheckNextoneMessage();

            message.nextone = StreamableFactory.CreateBattleSceneObject(nextone);
            _connection.SendMessage(message);
        }
예제 #5
0
        public void UpdateActionPoint(ActableGridObject actable)
        {
            if (!_isUsing)
            {
                return;
            }
            var message = new BattleSceneUpdateActionPointMessage();

            message.obj            = StreamableFactory.CreateBattleSceneObject(actable);
            message.newActionPoint = actable.ActionPoint;
            _connection.SendMessage(message);
        }
예제 #6
0
        public void DisplayUsingStunt(SceneObject sceneObject, Stunt stunt)
        {
            if (!_isUsing)
            {
                return;
            }
            var message = new BattleSceneDisplayUsingStuntMessage();

            message.obj   = StreamableFactory.CreateBattleSceneObject(sceneObject);
            message.stunt = StreamableFactory.CreateCharacterPropertyDescription(stunt);
            _connection.SendMessage(message);
        }
예제 #7
0
        public void UpdateSumPoint(SceneObject sceneObject, int point)
        {
            if (!_isUsing || !BattleSceneContainer.Instance.IsChecking)
            {
                return;
            }
            var message = new BattleSceneCheckerUpdateSumPointMessage();

            message.obj   = StreamableFactory.CreateBattleSceneObject(sceneObject);
            message.point = point;
            _connection.SendMessage(message);
        }
예제 #8
0
        public void DisplayUsingAspect(SceneObject userSceneObject, SceneObject ownerSceneObject, Aspect aspect)
        {
            if (!_isUsing || !BattleSceneContainer.Instance.IsChecking)
            {
                return;
            }
            var message = new BattleSceneCheckerDisplayUsingAspectMessage();

            message.userObj        = StreamableFactory.CreateBattleSceneObject(userSceneObject);
            message.aspectOwnerObj = StreamableFactory.CreateBattleSceneObject(ownerSceneObject);
            message.aspect         = StreamableFactory.CreateCharacterPropertyDescription(aspect);
            _connection.SendMessage(message);
        }
예제 #9
0
        public void DisplaySkillReady(SceneObject sceneObject, SkillType skillType, bool bigone)
        {
            if (!_isUsing || !BattleSceneContainer.Instance.IsChecking)
            {
                return;
            }
            var message = new BattleSceneCheckerDisplaySkillReadyMessage();

            message.obj         = StreamableFactory.CreateBattleSceneObject(sceneObject);
            message.skillTypeID = skillType.ID;
            message.bigone      = bigone;
            _connection.SendMessage(message);
        }
예제 #10
0
        public void DisplayTakeExtraMovePoint(ActableGridObject actable, SkillType usingSkillType)
        {
            if (!_isUsing)
            {
                return;
            }
            var message = new BattleSceneDisplayTakeExtraMovePointMessage();

            message.obj           = StreamableFactory.CreateBattleSceneObject(actable);
            message.moveSkillType = StreamableFactory.CreateSkillTypeDescription(usingSkillType);
            message.newMovePoint  = actable.MovePoint;
            _connection.SendMessage(message);
        }
예제 #11
0
        public void DisplayActableObjectMove(ActableGridObject actable, BattleMapDirection direction, bool stairway)
        {
            if (!_isUsing)
            {
                return;
            }
            var message = new BattleSceneDisplayActableObjectMovingMessage();

            message.obj       = StreamableFactory.CreateBattleSceneObject(actable);
            message.direction = direction;
            message.stairway  = stairway;
            _connection.SendMessage(message);
        }
예제 #12
0
        public void ChangeTurn(ActableGridObject actable)
        {
            if (!_isUsing)
            {
                return;
            }
            _canOperate = actable.CharacterRef.Controller == _owner;
            var message = new BattleSceneChangeTurnMessage();

            message.canOperate = _canOperate;
            message.gridObj    = StreamableFactory.CreateBattleSceneObject(actable);
            _connection.SendMessage(message);
        }
예제 #13
0
        public void NotifyPassiveSelectSkillOrStunt(CharacterAction action, SceneObject passive, SceneObject initiative, SkillType initiativeSkillType)
        {
            if (!_isUsing || !BattleSceneContainer.Instance.IsChecking)
            {
                return;
            }
            var message = new BattleSceneCheckerNotifyPassiveSelectSkillOrStuntMessage();

            message.passiveObj          = StreamableFactory.CreateBattleSceneObject(passive);
            message.initiativeObj       = StreamableFactory.CreateBattleSceneObject(initiative);
            message.initiativeSkillType = StreamableFactory.CreateSkillTypeDescription(initiativeSkillType);
            message.action = action;
            _connection.SendMessage(message);
        }
예제 #14
0
        public void SetActingOrder(List <ActableGridObject> actableObjects)
        {
            if (!_isUsing)
            {
                return;
            }
            var message = new BattleSceneSetActingOrderMessage();

            message.objOrder = new BattleSceneObject[actableObjects.Count];
            for (int i = 0; i < actableObjects.Count; ++i)
            {
                message.objOrder[i] = StreamableFactory.CreateBattleSceneObject(actableObjects[i]);
            }
            _connection.SendMessage(message);
        }