Пример #1
0
    // checks to see if this
    public bool payCost(edieIcon cost)
    {
        bool result = false;


        return(result);
    }
Пример #2
0
    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");
        }
    }
Пример #3
0
    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;
                }
            }
        }
    }