public override UIStep NextStep(int option) { UIStep nextStep = this; switch (option) { case 1: List <Type> types = new List <Type>(ModHandler.GetAllUnits()); int typesCount = types.Count; Console.WriteLine("Choose type:"); ConsoleUI.PrintNumericList(1, types.Select(x => x.Name)); int typeNumber = ConsoleUI.GetNumericOption(1, typesCount); Console.Write("Choose count: "); int count = ConsoleUI.GetNumericOption(0, int.Parse(Config.GetValue("UnitsStack:MAXSIZE"))); Unit instance = (Unit)(types[typeNumber - 1]).GetProperty("Instance").GetValue(null, null); firstPlayer.army.AddStack(new UnitsStack(instance, (uint)count)); break; case 2: ConsoleUI.PrintNumericList(1, firstPlayer.army.unitsStackList.Select(x => x.ToString())); Console.Write("Choose nubmer: "); int stackNumber = ConsoleUI.GetNumericOption(1, firstPlayer.army.unitsStackList.Count); firstPlayer.army.RemoveStack(firstPlayer.army.unitsStackList[stackNumber - 1]); break; case 3: nextStep = new SecondPlayerInterface(firstPlayer, secondPlayer, this); break; case 4: firstPlayer.army.Clear(); break; case 5: nextStep = prevStep; break; } return(nextStep); }
public override UIStep NextStep(int option) { UIStep nextStep = null; switch (option) { // 1 - "Attack", 2 - "Cast", 3 - "Wait", 4 - "Defend", 5 - "Surrender", 6 - "Help", 7 - Show stats case 1: nextStep = new AttackInterface(battle, stack); break; case 2: nextStep = new CastInterface(battle, stack); break; case 3: Action.Wait(stack); nextStep = this; break; case 4: Action.Defend(stack); nextStep = this; break; case 5: nextStep = new EndGameInterface(battle, stack); break; case 6: nextStep = new HelpInterface(this); break; case 7: nextStep = new UnitStatsInterface(stack.unitsType, this); break; default: nextStep = new EndGameInterface(battle); break; } return(nextStep); }
public override UIStep NextStep(int option) { UIStep nextStep = null; switch (option) { case 1: nextStep = new CommonMechanicsInterface(this); break; case 2: nextStep = new UnitsHelpInterface(this); break; case 3: nextStep = new InitiativeHelpInterface(this); break; case 4: nextStep = new CastHelpInterface(this); break; case 5: nextStep = new ModifiersHelpInterface(this); break; case 6: nextStep = new EffectHelpInterface(this); break; case 7: nextStep = prevStep; break; default: nextStep = this; break; } return(nextStep); }
public CastStatsInterface(ICast _cast, UIStep _prevStep) { prevStep = _prevStep; cast = _cast; }
public EffectHelpInterface(UIStep _prevStep) { prevStep = _prevStep; types = new List <Type>(ModHandler.GetAllEffects()); typesCount = types.Count; }
public FirstPlayerArmyInterface(Player _firstPlayer, Player _secondPlayer, UIStep _prevStep) { firstPlayer = _firstPlayer; secondPlayer = _secondPlayer; prevStep = _prevStep; }
public InitiativeHelpInterface(UIStep _prevStep) { prevStep = _prevStep; }
public EffectStatsInterface(BaseEffect _effect, UIStep _prevStep) { prevStep = _prevStep; effect = _effect; }
public HelpInterface(UIStep _prevStep) { prevStep = _prevStep; }
public ModifierStatsInterface(IModifier _modifier, UIStep _prevStep) { prevStep = _prevStep; modifier = _modifier; }
public UnitStatsInterface(Unit _unit, UIStep _prevStep) { prevStep = _prevStep; unit = _unit; }
public CommonMechanicsInterface(UIStep _prevStep) { prevStep = _prevStep; }
public ModifiersHelpInterface(UIStep _prevStep) { prevStep = _prevStep; types = new List <Type>(ModHandler.GetAllModifiers()); typesCount = types.Count; }