Пример #1
0
 public PowerUI(LevelUI levelUI)
 {
     this.levelUI = levelUI;
 }
Пример #2
0
        public LevelScene(bool grantCampaignEquipment) : base()
        {
            // Defaults
            this.isSinglePlayer = true;

            // UI State
            UIHandler.SetUIOptions(false, false);
            UIHandler.SetMenu(null, false);

            // Create UI
            this.levelUI = new LevelUI();

            // Generate Each Room Class
            this.rooms = new RoomScene[8];

            for (byte roomID = 0; roomID < Systems.handler.levelContent.data.rooms.Count; roomID++)
            {
                this.rooms[roomID] = new RoomScene(this, roomID);
            }

            // If we're on single player,
            Systems.localServer.ResetPlayers();

            // Restart the level, generate all rooms.
            this.RestartLevel(true);

            // Update Character with World Map abilities (if applicable)
            if (grantCampaignEquipment)
            {
                Character     character = Systems.localServer.MyCharacter;
                CampaignState campaign  = Systems.handler.campaignState;

                // Update Character Equipment
                if (campaign is CampaignState)
                {
                    if (character.suit is Suit == false || !character.suit.IsPowerSuit)
                    {
                        Suit.AssignToCharacter(character, campaign.suit, true);
                    }
                    if ((character.hat is Hat == false || !character.hat.IsPowerHat) && (character.hat == null || !character.hat.IsCosmeticHat || campaign.hat != 0))
                    {
                        Hat.AssignToCharacter(character, campaign.hat, true);
                    }
                    if (character.shoes is Shoes == false)
                    {
                        Shoes.AssignShoe(character, campaign.shoes);
                    }
                    if (character.attackPower is PowerAttack == false)
                    {
                        PowerAttack.AssignPower(character, campaign.powerAtt);
                    }
                    if (character.mobilityPower is PowerMobility == false)
                    {
                        PowerMobility.AssignPower(character, campaign.powerMob);
                    }
                    if (character.wounds.Health < campaign.health)
                    {
                        character.wounds.SetHealth(campaign.health);
                    }
                    if (character.wounds.Armor < campaign.armor)
                    {
                        character.wounds.SetArmor(campaign.armor);
                    }
                }
            }

            // Play or Stop Music
            Systems.music.Play((byte)Systems.handler.levelContent.data.music);
        }