public FillLightsCommand(IActionCommandHandler commandAction, int maxLights, double timeBetweenLights) : base(commandAction) { MaxLights = maxLights; TimeBetweenLights = timeBetweenLights; CircleImage = AssetManager.Instance.LoadAsset <Texture2D>($"UI/Circle"); }
public MashButtonCommand(IActionCommandHandler commandAction, double maxBarValue, double amountPerPress, double timeToFill, Keys buttonToPress) : base(commandAction, maxBarValue) { AmountPerPress = amountPerPress; TimeToFill = timeToFill; ButtonToPress = buttonToPress; }
public GulpCommand(IActionCommandHandler commandAction, double totalDuration, double successRange, double speedScale) : base(commandAction, totalDuration) { SuccessRange = successRange; SpeedScale = speedScale; CircleImage = AssetManager.Instance.LoadAsset <Texture2D>($"UI/Circle"); }
public RunAwayCommand(IActionCommandHandler commandAction, double maxBarValue, double amountPerPress, double decelerationRate, double cursorMoveTime, double timeToFill, Keys buttonToPress) : base(commandAction, maxBarValue, amountPerPress, timeToFill, buttonToPress) { DecelerationRate = decelerationRate; CursorMoveTime = cursorMoveTime; }
public AirLiftCommand(IActionCommandHandler commandAction, double minBarValue, double maxBarValue, double amountPerPress, double decelerationRate, double timeToFill, Keys buttonToPress) : base(commandAction, maxBarValue, amountPerPress, timeToFill, buttonToPress) { MinBarValue = minBarValue; DecelerationRate = decelerationRate; }
public GulpCommand(IActionCommandHandler commandAction, double totalDuration, double successRange, double speedScale, Keys buttonToHold) : base(commandAction, totalDuration) { SuccessRange = successRange; SpeedScale = speedScale; KeyToHold = buttonToHold; }
public ArtAttackCommand(IActionCommandHandler commandHandler, Vector2 startPos, double drawTime) : base(commandHandler) { StarPos = startPos; DrawTime = drawTime; LineTexture = AssetManager.Instance.LoadAsset <Texture2D>($"{ContentGlobals.UIRoot}/Box"); }
public MultiButtonCommand(IActionCommandHandler commandHandler, int minButtons, int maxButtons, double inputDuration, params Keys[] validSequenceButtons) : base(commandHandler) { MinButtons = minButtons; MaxButtons = maxButtons; InputDuration = inputDuration; ValidSequenceButtons = validSequenceButtons; }
public SuperguardCommand(IActionCommandHandler commandAction) : base(commandAction) { GuardButton = Keys.X; GuardCooldown = (5d / 60d) * Time.MsPerS; RankToSend = CommandRank.Great; }
public MashButtonRangeCommand(IActionCommandHandler commandAction, double maxBarValue, double amountPerPress, double timeToFill, Keys buttonToPress, double decelerationAmount, int startValue, int endValue) : base(commandAction, maxBarValue, amountPerPress, timeToFill, buttonToPress) { DecelerationRate = decelerationAmount; StartValue = startValue; EndValue = endValue; }
public TattleCommand(IActionCommandHandler commandHandler, float smallCursorSpeed) : base(commandHandler) { Texture2D battleGFX = AssetManager.Instance.LoadAsset <Texture2D>($"{ContentGlobals.UIRoot}/Battle/BattleGFX"); BigCursor = new CroppedTexture2D(battleGFX, new Rectangle(14, 273, 46, 46)); SmallCursor = new CroppedTexture2D(battleGFX, new Rectangle(10, 330, 13, 12)); SmallCursorSpeed = smallCursorSpeed; //Description = "Line up the small cursor with\n the center of the big cursor!" }
public ShellShieldCommand(IActionCommandHandler commandHandler, float barScale, float maxBarVal, double commandTime, double cursorTime, params BarRangeData[] barRanges) : base(commandHandler) { BarScale = barScale; MaxBarVal = maxBarVal; CommandTime = commandTime; CursorTime = cursorTime; //The further from the center, the lower the values are and the slower the cursor moves BarRanges = barRanges; }
public RallyWinkCommand(IActionCommandHandler commandAction, Keys[] buttonsToPress, double maxBarValue, double commandTime, double buttonSwitchTime, double amountPerPress, double decelerationRate, Vector2 barScale, ActionCommandGlobals.BarRangeData successRange) : base(commandAction, maxBarValue) { CommandTime = commandTime; ButtonsToPress = buttonsToPress; ButtonSwitchTime = buttonSwitchTime; AmountPerPress = amountPerPress; DecelerationRate = decelerationRate; BarScale = barScale; SuccessRange = successRange; }
public TimedLightCommand(IActionCommandHandler commandAction, double maxBarValue, int numLights, double lightRange, double speedScale, LightDistributions lightDistribution) : base(commandAction, maxBarValue) { NumLights = numLights; LightRange = lightRange; SpeedScale = speedScale; LightDistribution = lightDistribution; //Space out the lights based on their LightDistribution if (LightDistribution == LightDistributions.Even) { SpaceOutLightsEvenly(); } else if (LightDistribution == LightDistributions.LastLightAtEnd) { SpaceLastLightAtEnd(); } }
public TimedLightCommand(IActionCommandHandler commandAction, double maxBarValue, int numLights, double lightRange, double speedScale, LightDistributions lightDistribution) : base(commandAction, maxBarValue) { NumLights = numLights; LightRange = lightRange; SpeedScale = speedScale; LightDistribution = lightDistribution; CircleImage = AssetManager.Instance.LoadAsset <Texture2D>($"UI/Circle"); //Space out the lights based on their LightDistribution if (LightDistribution == LightDistributions.Even) { SpaceOutLightsEvenly(); } else if (LightDistribution == LightDistributions.LastLightAtEnd) { SpaceLastLightAtEnd(); } }
public GuardCommand(IActionCommandHandler commandAction) : base(commandAction) { }
public TornadoJumpCommand(IActionCommandHandler commandAction, float totalRange, float leniency, double tornadoTime) : base(commandAction, totalRange, leniency) { TornadoTime = tornadoTime; }
public JumpCommand(IActionCommandHandler commandAction, float totalRange, float leniency) : base(commandAction) { TotalRange = totalRange; Leniency = leniency; }
public TattleCommand(IActionCommandHandler commandHandler, float smallCursorSpeed) : base(commandHandler) { SmallCursorSpeed = smallCursorSpeed; //Description = "Line up the small cursor with\n the center of the big cursor!" }
public SweetTreatCommand(IActionCommandHandler commandHandler, BattleUIManager bUIManager) : base(commandHandler) { BUIManager = bUIManager; }
protected ActionCommand(IActionCommandHandler commandHandler) { SetHandler(commandHandler); }
public FillBarCommand(IActionCommandHandler commandAction, double maxBarValue) : base(commandAction) { MaxBarValue = maxBarValue; BarImage = AssetManager.Instance.LoadAsset <Texture2D>("UI/Box"); }
public BombSquadCommand(IActionCommandHandler commandHandler, int bombCount) : base(commandHandler) { BombCount = bombCount; }
public HammerCommand(IActionCommandHandler commandAction, int maxLights, double timeBetweenLights) : base(commandAction, maxLights, timeBetweenLights) { }
protected FillBarCommand(IActionCommandHandler commandAction, double maxBarValue) : base(commandAction) { MaxBarValue = maxBarValue; }
public TidalWaveCommand(IActionCommandHandler commandAction, double totalDuration = 3500d, int inputLimit = 14) : base(commandAction) { TotalDuration = totalDuration; InputLimit = inputLimit; }
public ArtAttackCommand(IActionCommandHandler commandHandler, Vector2 startPos, double drawTime) : base(commandHandler) { StarPos = startPos; DrawTime = drawTime; }
public FillLightsCommand(IActionCommandHandler commandAction, int maxLights, double timeBetweenLights) : base(commandAction) { MaxLights = maxLights; TimeBetweenLights = timeBetweenLights; }
public void SetHandler(IActionCommandHandler commandHandler) { Handler = commandHandler; }
public SweetTreatCommand(IActionCommandHandler commandHandler) : base(commandHandler) { }