// Initializes the Battle to begin public bool StartBattle(bool isAutoBattle) { if (!isAutoBattle) { BattleEngineClearData(); BattleScore.AutoBattle = false; } else { BattleScore = new Score(); BattleScore.AutoBattle = true; BattleMessages = new BattleMessages(); ItemPool.Clear(); MonsterList.Clear(); //do not clear char list bc this has already been populated } isBattleRunning = true; // Characters not Initialized, so false start... if (CharacterList.Count < 1) { return(false); } return(true); }
/// <summary> /// Clear the List between Rounds /// </summary> /// <returns></returns> private bool ClearLists() { GameBoardModel.Wipe(); ItemPool.Clear(); MonsterList.Clear(); return(true); }
// Sets the new state for the variables for Battle private void BattleEngineClearData() { //BattleScore = new Score(); // BattleMessages = new BattleMessages(); ItemPool.Clear(); MonsterList.Clear(); CharacterList.Clear(); // Reset current player PlayerCurrent = null; }
// Sets the new state for the variables for Battle public void BattleEngineClearData() { BattleScore = new Score(); BattleMessages = new BattleMessages(); RoundStateEnum = RoundEnum.NewRound; ItemPool.Clear(); MonsterList.Clear(); CharacterList.Clear(); // Reset current player PlayerCurrent = null; }
// Sets the new state for the variables for Battle public void BattleEngineClearData() { // Create a score object BattleScore = new Score(); // Create a BattleMessages object BattleMessage = new BattleMessages(); // Clear the lists ItemPool.Clear(); MonsterList.Clear(); CharacterList.Clear(); // Reset current player PlayerCurrent = null; }
/// <summary> /// Clear the monster and item lists between Rounds /// </summary> /// <returns></returns> private bool ClearLists() { ItemPool.Clear(); MonsterList.Clear(); return(true); }