public static Boolean Evaluate(Object state, ref Boolean error, Operator @operator, xnaMugen.MoveType movetype) { Combat.Character character = state as Combat.Character; if (character == null) { error = true; return false; } if (movetype == xnaMugen.MoveType.Unchanged || movetype == xnaMugen.MoveType.None) { error = true; return false; } switch (@operator) { case Operator.Equals: return movetype == character.MoveType; case Operator.NotEquals: return movetype != character.MoveType; default: error = true; return false; } }
public static Boolean Evaluate(Object state, ref Boolean error, Operator @operator, xnaMugen.StateType statetype) { Combat.Character character = state as Combat.Character; if (character == null) { error = true; return false; } Combat.Player opponent = character.GetOpponent(); if (opponent == null) { error = true; return false; } if (statetype == xnaMugen.StateType.Unchanged || statetype == xnaMugen.StateType.None) { error = true; return false; } switch (@operator) { case Operator.Equals: return statetype == opponent.StateType; case Operator.NotEquals: return statetype != opponent.StateType; default: error = true; return false; } }
public static Boolean Evaluate(Object state, ref Boolean error, Operator @operator, xnaMugen.Physics physics) { Combat.Character character = state as Combat.Character; if (character == null) { error = true; return false; } if (physics == xnaMugen.Physics.Unchanged || physics == xnaMugen.Physics.None) { error = true; return false; } switch (@operator) { case Operator.Equals: return physics == character.Physics; case Operator.NotEquals: return physics != character.Physics; default: error = true; return false; } }
public static Boolean Evaluate(Object state, ref Boolean error, xnaMugen.Assertion assertion) { Combat.Character character = state as Combat.Character; if (character == null) { error = true; return false; } switch (assertion) { case xnaMugen.Assertion.Intro: return character.Engine.Assertions.Intro; case xnaMugen.Assertion.Invisible: return character.Assertions.Invisible; case xnaMugen.Assertion.RoundNotOver: return character.Engine.Assertions.WinPose; case xnaMugen.Assertion.NoBarDisplay: return character.Engine.Assertions.NoBarDisplay; case xnaMugen.Assertion.NoBackground: return character.Engine.Assertions.NoBackLayer; case xnaMugen.Assertion.NoForeground: return character.Engine.Assertions.NoFrontLayer; case xnaMugen.Assertion.NoStandGuard: return character.Assertions.NoStandingGuard; case xnaMugen.Assertion.NoAirGuard: return character.Assertions.NoAirGuard; case xnaMugen.Assertion.NoCrouchGuard: return character.Assertions.NoCrouchingGuard; case xnaMugen.Assertion.NoAutoturn: return character.Assertions.NoAutoTurn; case xnaMugen.Assertion.NoJuggleCheck: return character.Assertions.NoJuggleCheck; case xnaMugen.Assertion.NoKOSound: return character.Engine.Assertions.NoKOSound; case xnaMugen.Assertion.NoKOSlow: return character.Engine.Assertions.NoKOSlow; case xnaMugen.Assertion.NoShadow: return character.Assertions.NoShadow; case xnaMugen.Assertion.GlobalNoShadow: return character.Engine.Assertions.NoGlobalShadow; case xnaMugen.Assertion.NoMusic: return character.Engine.Assertions.NoMusic; case xnaMugen.Assertion.NoWalk: return character.Assertions.NoWalk; case xnaMugen.Assertion.TimerFreeze: return character.Engine.Assertions.TimerFreeze; case xnaMugen.Assertion.Unguardable: return character.Assertions.UnGuardable; case xnaMugen.Assertion.None: default: error = true; return false; } }