protected override void Prepare() { gameObjectLayer = (GameObjectLayer)Global.world.GetLayer("GameObjectLayer"); guiLayer = (GUILayer)Global.world.GetLayer("GUILayer"); souls = new List <Soul>(); clickables = new List <IClickable>(); base.Prepare(); }
/// <summary> /// Prepare this instance. /// Actions for key pressed and released event need to be declared here. /// </summary> protected override void Prepare() { // Set Key Actions. keyActions.Add(new KeyAction(Keys.Enter, pressed: () => { ChangeState(new TeamManageState(pressedKeys)); })); keyActions.Add(new KeyAction(Keys.E, pressed: InteractionButtonPressed)); // Set movement actions. foreach (Keys moveKey in moveKeys.Keys) { keyActions.Add(new KeyAction(moveKey, pressed: () => { player.Walk(moveKeys[moveKey]); moveKeyStack.Push(moveKey); })); } // Set GUIs guiLayer = (GUILayer)Global.world.GetLayer("GUILayer"); if (guiLayer.GetGUI <TeamManagement>() == null) { guiLayer.AddGUI(new TeamManagement("TeamManagement", null, 0, 288)); } base.Prepare(); }
protected override void Prepare() { player = Global.world.GetPlayer(); player.Stand(); guiLayer = (GUILayer)Global.world.GetLayer("GUILayer"); topEffectLayer = (EffectLayer)Global.world.GetLayer("TopEffectLayer"); teamManagement = (TeamManagement)((GUILayer)Global.world.GetLayer("GUILayer")).GetGUI <TeamManagement>(); teamManagement.full = true; selector = new Selector(mirrorMode: true); selector.CreateNewMatrix("HeroSockets", Player.HEROFRONT_MAX, 3); selector.ChangeMatrix("HeroSockets"); heroFrontGroup = (DragSocketGroup)teamManagement.FindComponent("HeroFrontGroup"); heroBehindGroup = (DragSocketGroup)teamManagement.FindComponent("HeroBehindGroup"); heroStoredGroup = (DragSocketGroup)teamManagement.FindComponent("HeroStoredGroup"); keyActions.Add(new KeyAction(Keys.Enter, pressed: () => { ChangeState(new ExploreState(pressedKeys)); teamManagement.full = false; })); keyActions.Add(new KeyAction(Keys.W, pressed: () => { selector.SelectNext(Direction.Up); })); keyActions.Add(new KeyAction(Keys.S, pressed: () => { selector.SelectNext(Direction.Down); })); keyActions.Add(new KeyAction(Keys.A, pressed: () => { selector.SelectNext(Direction.Left); })); keyActions.Add(new KeyAction(Keys.D, pressed: () => { selector.SelectNext(Direction.Right); })); keyActions.Add(new KeyAction(Keys.E, pressed: () => { selector.SelectAction(); })); keyActions.Add(new KeyAction(Keys.Q, pressed: () => { selector.Rewind(); DeselectHero(); })); dragging = false; base.Prepare(); }
public InteractionState(List <Keys> pressedKeys, Interaction interaction) : base(pressedKeys) { this.interaction = interaction; guiLayer = (GUILayer)Global.world.GetLayer("GUILayer"); guiLayer.AddGUI(interaction.InteractionTextbox); }
protected override void Prepare() { timespan = 0; transforming = true; timePaused = true; player = Global.world.GetPlayer(); guiLayer = (GUILayer)Global.world.GetLayer("GUILayer"); gameObjectLayer = (GameObjectLayer)Global.world.GetLayer("GameObjectLayer"); topEffectLayer = (EffectLayer)Global.world.GetLayer("TopEffectLayer"); targetBuffer = new List <FighterObject>(); readiedFighterObjects = new Queue <FighterObject>(); readiedBuff = new Queue <BuffAction>(); deadEnemyObjects = new List <EnemyObject>(); player.Look(Direction.Up); player.Stand(); guiLayer.RemoveGUI("TeamManagement"); actionMenu = new ActionMenu("ActionMenu", null, MENUSTART_X, MENUSTART_Y); actionMenu.Deactivate(); guiLayer.AddGUI(actionMenu); actionSelect = new ActionSelect("ActionSelect", null, SELECTSTART_X, MENUSTART_Y, null); actionSelect.Deactivate(); guiLayer.AddGUI(actionSelect); instruction = new Label("Instruction", null, INSTRUCTION_X, INSTRUCTION_Y, "Select Target", Color.White, 512, Global.content.Load <SpriteFont>("neodgm24"), AlignType.Top, AlignType.Center); instruction.Deactivate(); guiLayer.AddGUI(instruction); stage = new BattleStage(); selector = new Selector(mirrorMode: true); selector.CreateNewMatrix("ActionMenuGroup", 1, 5); selector.CreateNewMatrix("ActionSelectGroup", 1, 1); selector.CreateNewMatrix("FighterGroup", Global.Properties.FIGHTER_IN_ROW, 4); // Two for NullFighterObject. // Key setting keyActions.Add(new KeyAction(Keys.W, pressed: () => { selector.SelectNext(Direction.Up); })); keyActions.Add(new KeyAction(Keys.S, pressed: () => { selector.SelectNext(Direction.Down); })); keyActions.Add(new KeyAction(Keys.A, pressed: () => { if (selector.matrixName == "ActionSelectGroup") { actionSelect.Next(Direction.Left); } else { selector.SelectNext(Direction.Left); } })); keyActions.Add(new KeyAction(Keys.D, pressed: () => { if (selector.matrixName == "ActionSelectGroup") { actionSelect.Next(Direction.Right); } else { selector.SelectNext(Direction.Right); } })); keyActions.Add(new KeyAction(Keys.E, pressed: () => { selector.SelectAction(); })); keyActions.Add(new KeyAction(Keys.Q, pressed: () => { Rewind(); })); base.Prepare(); }