/// <summary> /// the cons /// </summary> /// <param name="mage">act char</param> /// <param name="time">disp timer</param> public Skill_window(DarkMage mage, DispatcherTimer time) { InitializeComponent(); Aktchar = mage; timer = time; this.DataContext = Aktchar; if (Aktchar.IonShieldSkillPoint == 16) { gr.Children.Remove(button2); } }
/// <summary> /// lightin constructor /// </summary> /// <param name="damage">the damage of skill</param> /// <param name="x">the x cordinate</param> /// <param name="y">the y cordinate</param> /// <param name="map">the map of skill</param> /// <param name="dirX">direction x</param> /// <param name="dirY">direction y</param> /// <param name="dark">the darkmage</param> public Lighting(int damage, double x, double y, Maps map, double dirX, double dirY, DarkMage dark) : base(damage, 15, map) { Geometry = new EllipseGeometry(new Point(x, y), 25, 25); Image = new ImageBrush(new BitmapImage(new Uri(@"images\Lighting.PNG", UriKind.Relative))); Actpoint = new Point(x, y); DirX = dirX; DirY = dirY; Inradiusmonsters = new List <Monsters>(); Removeable = false; this.Map.Skill.Add(this); maxchain = 3 + dark.LightingSkillPoint; rand = new Random(); this.Dark = dark; Prev = new Monsters(0, 0, 0, 0, 0, "nothing", 0, 0, null, null, 0); }