public Turn(ArrayList characters, Heroes.Core.Battle.Characters.Hero attackHero, Heroes.Core.Battle.Characters.Hero defendHero) { _characters = characters; if (_characters.Count > 0) { _currentCharacter = (StandardCharacter)_characters[0]; _currentCharacter._isBeginTurn = true; //_currentCharacter._action = _currentCharacter.CreateStandingAction(_currentCharacter, _currentCharacter.CurrentFacingDirection, _currentCharacter._isBeginTurn); //_currentCharacter.SetAnimation(_currentCharacter._action._currentAnimationSeq); } else _currentCharacter = null; _attackHero = attackHero; _defendHero = defendHero; }
public Action CreateStandingAction(Hero character, HorizontalDirectionEnum facing) { Action action = new Action(ActionTypeEnum.Standing); Animation animation = null; if (facing == HorizontalDirectionEnum.Right) { if (this._sex == SexEnum.Male) animation = this._animations._standingRightMale; else animation = this._animations._standingRightFemale; } else { if (this._sex == SexEnum.Male) animation = this._animations._standingLeftMale; else animation = this._animations._standingLeftFemale; } AnimationSequence seq = new AnimationSequence(animation, AnimationPurposeEnum.StandingStill, facing); action._animationSeqs.Add(seq); action._currentAnimationSeq = seq; return action; }