public BarRangeData(float startBarVal, float endBarVal, int value, ActionCommand.CommandRank rank, Color segmentColor) { StartBarVal = startBarVal; EndBarVal = endBarVal; Value = value; Rank = rank; SegmentColor = segmentColor; }
/// <summary> /// Gets the total CommandRank value based on how well Mario or his Partner performed an Action Command. /// This is factored in when calculating the amount of Crystal Star Star Power gained from an attack. /// </summary> /// <param name="highestRank">The highest CommandRank earned while performing the Action Command.</param> /// <param name="performedStylish">Whether any Stylish moves were performed or not.</param> /// <returns>A float of the CommandRank value.</returns> public static float GetCommandRankValue(ActionCommand.CommandRank highestRank, bool performedStylish) { if (performedStylish == true) { return(StylishModifierTable[highestRank]); } else { return(CommandRankModifierTable[highestRank]); } }
public ActionCommandVFX(ActionCommand.CommandRank successRank, Vector2 position, Vector2 offsetPosition) { SuccessRank = successRank; Position = position; StartPosition = Position; EndPosition = StartPosition + offsetPosition; //Set scale if (RankVFXData.ContainsKey(SuccessRank) == true) { Scale = RankVFXData[SuccessRank].MaxScale; } }
/// <summary> /// Starts the action sequence. /// </summary> /// <param name="targets">The targets to perform the sequence on.</param> public void StartSequence(params BattleEntity[] targets) { CurBranch = SequenceBranch.Start; InSequence = true; SequenceStep = 0; HighestCommandRank = ActionCommand.CommandRank.None; ChangeJumpBranch(SequenceBranch.None); EntitiesAffected = targets; InterruptionHandler = BaseInterruptionHandler; OnStart(); //Start the first sequence ProgressSequence(0); }
public void OnCommandRankResult(ActionCommand.CommandRank commandRank) { }