public override List <ActionPanel> OnMenuSelect(Squad ActiveSquad, ActionPanelHolder ListActionMenuChoice) { return(new List <ActionPanel>() { new ActionPanelSpellSelection(Map, this), new ActionPanelChannelExternalMana(ListActionMenuChoice, this) }); }
public ActionPanelBattleAttackAnimationPhase(ActionPanelHolder ListActionMenuChoice, SorcererStreetMap Map, string AttackAnimationPath, bool LeftSideAttackRightSide) : base("Battle Attack Animation Phase", ListActionMenuChoice, false) { this.Map = Map; this.AttackAnimationPath = AttackAnimationPath; this.LeftSideAttackRightSide = LeftSideAttackRightSide; }
public override List <ActionPanel> OnMenuSelect(Squad ActiveSquad, ActionPanelHolder ListActionMenuChoice) { int NumberOfTransformingUnitsInSquad = 0; for (int U = Map.ActiveSquad.UnitsAliveInSquad - 1; U >= 0; --U) { UnitTransforming ActiveUnit = (UnitTransforming)Map.ActiveSquad[U]; if (ActiveUnit != null) { if (!ActiveUnit.PermanentTransformation) { ++NumberOfTransformingUnitsInSquad; } } } if (NumberOfTransformingUnitsInSquad >= 1) { return(new List <ActionPanel>() { new ActionPanelTransform(Map, ActiveSquad) }); } return(new List <ActionPanel>()); }
public ActionPanelSpellEditor(ActionPanelHolder ListActionMenuChoice, MagicSpell ActiveSpell, ProjectileContext GlobalProjectileContext, SharedProjectileParams SharedParams) : base(ActiveSpell.Name, ListActionMenuChoice, true) { this.ActiveSpell = ActiveSpell; this.GlobalProjectileContext = GlobalProjectileContext; this.SharedParams = SharedParams; }
public override List <ActionPanel> OnMenuSelect(Squad ActiveSquad, ActionPanelHolder ListActionMenuChoice) { return(new List <ActionPanel>() { new ActionPanelBuild(Map, this) }); }
public ActionPanelBattleLandModifierPhase(ActionPanelHolder ListActionMenuChoice, SorcererStreetMap Map, SorcererStreetUnit PlayerUnit) : base(PanelName, ListActionMenuChoice, null, false) { this.Map = Map; this.PlayerUnit = PlayerUnit; this.ActiveTerrain = Map.GetTerrain(PlayerUnit); }
public ActionPanelBattleStartPhase(SorcererStreetMap Map, Player ActivePlayer, CreatureCard Invader) { this.Map = Map; this.ActivePlayer = ActivePlayer; this.Invader = Invader; ListActionMenuChoice = new ActionPanelHolder(); }
public ActionPanelBattleStartPhase(SorcererStreetMap Map, int ActivePlayerIndex, CreatureCard Invader) { this.Map = Map; this.ActivePlayerIndex = ActivePlayerIndex; ActivePlayer = Map.ListPlayer[ActivePlayerIndex]; this.Invader = Invader; ListActionMenuChoice = new ActionPanelHolder(); }
private string EndCardText;//Card on the far right used to close the pannel. public ActionPanelCardSelectionPhase(ActionPanelHolder ListActionMenuChoice, SorcererStreetMap Map, Player ActivePlayer, string CardType, string EndCardText = "") : base("Card Selection", ListActionMenuChoice, false) { this.Map = Map; this.ActivePlayer = ActivePlayer; this.CardType = CardType; this.EndCardText = EndCardText; MaxAnimationScale = 1.1f; }
public ActionPanelCardSelectionPhase(string Name, ActionPanelHolder ListActionMenuChoice, SorcererStreetMap Map, int ActivePlayerIndex, string CardType, string EndCardText = "") : base(Name, ListActionMenuChoice, null, false) { this.Map = Map; this.ActivePlayerIndex = ActivePlayerIndex; this.CardType = CardType; this.EndCardText = EndCardText; ActivePlayer = Map.ListPlayer[ActivePlayerIndex]; MaxAnimationScale = 1.1f; }
public override List <ActionPanel> OnMenuMovement(Squad ActiveSquad, ActionPanelHolder ListActionMenuChoice) { if (Boosts.PostMovementModifier.Transform) { return(new List <ActionPanel>() { new ActionPanelTransform(Map, ActiveSquad) }); } return(null); }
public MagicEditor(MagicSpell ActiveMagicSpell, ProjectileContext GlobalProjectileContext, ProjectileParams.SharedProjectileParams SharedParams) { this.ActiveMagicSpell = ActiveMagicSpell; this.GlobalProjectileContext = GlobalProjectileContext; this.SharedParams = SharedParams; ZoomLevel = 1f; SelectionRadius = 10; MagicElementSelected = null; ListMagicElement = new List <MagicElement>(); ListMagicElement.AddRange(ActiveMagicSpell.ListMagicCore); ListActionMenuChoice = new ActionPanelHolder(); }
/// <summary> /// Create a sample /// </summary> protected BattleMap() : base() { RequireFocus = true; MapSize = new Point(10, 10); TileSize = new Point(32, 32); ActiveLayerIndex = 0; ShowAllLayers = true; IsFrozen = false; OnlinePlayers = new OnlineConfiguration(); GameTurn = 0; ListTileSet = new List <Texture2D>(); ListBackgrounds = new List <AnimationBackground>(); ListBackgroundsPath = new List <string>(); ListForegrounds = new List <AnimationBackground>(); ListForegroundsPath = new List <string>(); ListActionMenuChoice = new ActionPanelHolder(); ListMAPAttackTarget = new Stack <Tuple <int, int> >(); VictoryCondition = ""; LossCondition = ""; SkillPoint = ""; sndBattleThemeName = ""; DicMapVariables = new Dictionary <string, double>(); MovementAnimation = new MovementAnimations(); AttackPicker = new AttacksMenu(); ListMapScript = new List <MapScript>(); ListMapEvent = new List <MapEvent>(); DicCutsceneScript = new Dictionary <string, CutsceneScript>(); DicRequirement = new Dictionary <string, BaseSkillRequirement>(); DicEffect = new Dictionary <string, BaseEffect>(); ListSubMap = new List <BattleMap>(); GlobalBattleContext = new BattleContext(); #region Screen shaking ShakeCounter = 0; ShakeRadiusMax = 3; ShakeOffsetX = 0; ShakeOffsetY = 0; ShakeAngle = RandomHelper.Next(360); ShakeAngleVariation = new Vector2(1, 0); #endregion }
public Vehicule(GraphicsDevice g, Matrix Projection, List <AITunnel> ListAITunnel, List <Object3D> ListCollisionBox) : base(g, Projection) { ListActionMenuChoice = new ActionPanelHolder(); Acceleration = 100f; Friction = 1f; LateralFriction = 0.07f; RotationMaxSpeedPerSecond = MathHelper.ToRadians(35); MaxSpeed = 200f; BrakePower = 100f; ArrayAntiGravPropulsor = new AntiGravPropulsor[0]; this.ListAITunnel = ListAITunnel; this.ListCollisionBox = ListCollisionBox; }
public override List <ActionPanel> OnMenuSelect(int ActivePlayerIndex, ActionPanelHolder ListActionMenuChoice) { List <ActionPanel> DicActionPanel = new List <ActionPanel>(); for (int U = UnitsAliveInSquad - 1; U >= 0; --U) { foreach (ActionPanel OptionalPanel in ArrayUnit[U].OnMenuSelect(ActivePlayerIndex, this, ListActionMenuChoice)) { if (OptionalPanel != null && !DicActionPanel.Contains(OptionalPanel)) { DicActionPanel.Add(OptionalPanel); } } } return(DicActionPanel); }
public override List <ActionPanel> OnMenuSelect(Squad ActiveSquad, ActionPanelHolder ListActionMenuChoice) { VisualNovel NewVisualNovel = new VisualNovel(ListVisualNovel[ActiveVisualNovelIndex]); NewVisualNovel.ListGameScreen = Map.ListGameScreen; NewVisualNovel.Load(); if (ActiveVisualNovelIndex + 1 < ListVisualNovel.Count) { ++ActiveVisualNovelIndex; } return(new List <ActionPanel>() { new ActionPanelVisualNovel(ListActionMenuChoice, NewVisualNovel) }); }
public override List <ActionPanel> OnMenuSelect(Squad ActiveSquad, ActionPanelHolder ListActionMenuChoice) { if (!Combined) { int RemainingUnitsToFind = ArrayCombiningUnitName.Length; ListFoundCombiningUnit = new List <Squad>(ArrayCombiningUnitName.Length); if (ActiveSquad.UnitsAliveInSquad == 1) { foreach (Squad OtherSquad in Map.ListPlayer[Map.ActivePlayerIndex].ListSquad) { if (ActiveSquad.UnitsAliveInSquad == 1) { foreach (string LeaderName in ArrayCombiningUnitName) { if (LeaderName.Contains(OtherSquad.CurrentLeader.FullName)) { ListFoundCombiningUnit.Add(OtherSquad); } } } } if (ListFoundCombiningUnit.Count == ArrayCombiningUnitName.Length) { return(new List <ActionPanel>() { new ActionPanelCombine(Map, this) }); } } } else { return(new List <ActionPanel>() { new ActionPanelSplit(Map, this) }); } return(new List <ActionPanel>()); }
public SorcererStreetMap() { RequireDrawFocus = false; ListActionMenuChoice = new ActionPanelHolder(); Pathfinder = new MovementAlgorithmSorcererStreet(this); ListPlayer = new List <Player>(); GlobalSorcererStreetBattleContext = new SorcererStreetBattleContext(); ListLayer = new List <MapLayer>(); ListTilesetPreset = new List <Terrain.TilesetPreset>(); CursorPosition = new Vector3(0, 0, 0); CursorPositionVisible = CursorPosition; ListTerrainType = new List <string>(); ListTerrainType.Add("Not Assigned"); ListTerrainType.Add("Morph"); ListTerrainType.Add("Multi-Element"); ListTerrainType.Add(TerrainSorcererStreet.FireElement); ListTerrainType.Add(TerrainSorcererStreet.WaterElement); ListTerrainType.Add(TerrainSorcererStreet.EarthElement); ListTerrainType.Add(TerrainSorcererStreet.AirElement); ListTerrainType.Add(TerrainSorcererStreet.EastGate); ListTerrainType.Add(TerrainSorcererStreet.WestGate); ListTerrainType.Add(TerrainSorcererStreet.SouthGate); ListTerrainType.Add(TerrainSorcererStreet.NorthGate); ListTerrainType.Add("Warp"); ListTerrainType.Add("Bridge"); ListTerrainType.Add("Fortune Teller"); ListTerrainType.Add("Spell Circle"); ListTerrainType.Add("Path Switch"); ListTerrainType.Add("Card Shop"); ListTerrainType.Add("Magic Trap"); ListTerrainType.Add("Siege Tower"); ListTerrainType.Add("Gem Store"); ListTileSet = new List <Texture2D>(); this.CameraPosition = Vector3.Zero; this.ListPlayer = new List <Player>(); }
public WorldMap(string GameMode) : base() { RequireDrawFocus = false; ListActionMenuChoice = new ActionPanelHolder(); CursorPosition = new Vector3(9, 13, 0); ListTerrainType = new List <string>(); ListTerrainType.Add("Air"); ListTerrainType.Add("Land"); ListTerrainType.Add("Sea"); ListTerrainType.Add("Space"); ListTileSet = new List <Texture2D>(); ListTileSetPath = new List <string>(); ListTilesetPreset = new List <Terrain.TilesetPreset>(); ListZone = new List <MapZoneInfo>(); ListConsumable = new List <MapConsumable>(); ListLayer = new List <MapLayer>(); this.CameraPosition = Vector3.Zero; this.ListPlayer = new List <Player>(); }
public BattleMapActionPanel(string Name, ActionPanelHolder ListActionMenuChoice, bool CanCancel) : base(Name, ListActionMenuChoice, CanCancel) { }
/// <summary> /// /// </summary> /// <param name="ActiveSquad">Can be null if not using a Squad</param> /// <param name="ListActionMenuChoice">Action Panel Holder</param> public virtual List <ActionPanel> OnMenuSelect(int ActivePlayerIndex, Squad ActiveSquad, ActionPanelHolder ListActionMenuChoice) { return(new List <ActionPanel>()); }
public ActionPanelBattleCreatureModifierPhase(ActionPanelHolder ListActionMenuChoice, SorcererStreetMap Map) : base("Battle Creature Modifier Phase", ListActionMenuChoice, false) { this.Map = Map; }
public override List <ActionPanel> OnMenuMovement(Squad ActiveSquad, ActionPanelHolder ListActionMenuChoice) { return(null); }
public virtual List <ActionPanel> OnMenuSelect(ActionPanelHolder ListActionMenuChoice) { return(null); }
public ActionPanelVisualNovel(ActionPanelHolder ListActionMenuChoice, VisualNovel ActiveVisualNovel) : base("Visual Novel", ListActionMenuChoice, false) { this.ActiveVisualNovel = ActiveVisualNovel; ActiveVisualNovel.OnVisualNovelEnded += OnVisualNovelEnded; }
public ActionPanelBattleAttackPhase(ActionPanelHolder ListActionMenuChoice, SorcererStreetMap Map) : base("Battle Attack Phase", ListActionMenuChoice, false) { this.Map = Map; }
public ActionPanelBattleEnchantModifierPhase(ActionPanelHolder ListActionMenuChoice, SorcererStreetMap Map) : base(PanelName, ListActionMenuChoice, null, false) { this.Map = Map; }
public BattleMapActionPanel(string Name, ActionPanelHolder ListActionMenuChoice, PlayerInput ActiveInputManager, bool CanCancel) : base(Name, ListActionMenuChoice, CanCancel) { this.ActiveInputManager = ActiveInputManager; }
public ActionPanelBattleItemSelectionPhase(ActionPanelHolder ListActionMenuChoice, SorcererStreetMap Map, int ActivePlayerIndex) : base(PanelName, ListActionMenuChoice, Map, ActivePlayerIndex, "Item", "End") { }
public virtual List <ActionPanel> OnMenuSelect(int ActivePlayerIndex, ActionPanelHolder ListActionMenuChoice) { return(null); }