// checks to see if this public bool payCost(edieIcon cost) { bool result = false; return(result); }
public static string getFilename(edieIcon icon) { switch (icon) { case edieIcon.bandages: return("Sprites/Icons/bandages"); case edieIcon.blades: return("Sprites/Icons/blades"); case edieIcon.blank: return("Sprites/Icons/boots"); case edieIcon.bonus: return("Sprites/Icons/bonus1"); case edieIcon.boots: return("Sprites/Icons/boots"); case edieIcon.camp: return("Sprites/Icons/camp"); case edieIcon.cups: return("Sprites/Icons/cups"); case edieIcon.disaster: return("Sprites/Icons/disaster"); case edieIcon.fatigue: return("Sprites/Icons/fatigue"); case edieIcon.forced: return("Sprites/Icons/forced"); case edieIcon.hearts: return("Sprites/Icons/hearts"); case edieIcon.injury: return("Sprites/Icons/injury"); case edieIcon.maps: return("Sprites/Icons/maps"); case edieIcon.minds: return("Sprites/Icons/minds"); case edieIcon.provisions: return("Sprites/Icons/provisions"); case edieIcon.rally: return("Sprites/Icons/rally"); case edieIcon.reroll: return("Sprites/Icons/reroll"); case edieIcon.scrolls: return("Sprites/Icons/scrolls"); case edieIcon.shields: return("Sprites/Icons/shields"); case edieIcon.timePass: return("Sprites/Icons/timePass"); case edieIcon.wands: return("Sprites/Icons/wands"); case edieIcon.wayward: return("Sprites/Icons/wayward"); default: return("Sprites/Icons/boots"); } }
public void processAction(CrewModel theCrew, edieIcon theIcon, OverlandTileModel tileModel, ArrayList dice) { ArrayList currentEffects; // we pass in DICE because we may need to know what is on other faces later (like blades, etc) if (dieIconEffects.ContainsKey((int)theIcon)) { currentEffects = dieIconEffects[(int)theIcon]; foreach (string effect in currentEffects) { enforceTimeCosts(theCrew, effect); switch (effect) { case "none": break; case "increaseFitness": increaseFitness(theCrew); break; case "bonus": break; case "progress": makeProgress(theCrew, tileModel, dice); break; case "decreaseFatigue": decreaseFatigue(theCrew); break; case "disaster": disaster(theCrew); break; case "decreaseFitness": decreaseFitness(theCrew); break; case "consumeProvisions": consumeProvisions(theCrew); break; case "halt": halt(theCrew); break; case "backtrack": backtrack(theCrew, tileModel); break; case "timePasses": timePasses(theCrew); break; case "increaseFatigue": increaseFatigue(theCrew); break; default: Debug.Log("fall through."); break; } } } }