public SpawnCharacter(ActiveChar character, int charIndex) { this.charIndex = charIndex; charLoc = character.CharLoc; charDir = character.CharDir; form = character.CharData; }
public CreateAction(int charIndex, ActiveChar character, CharSprite.ActionType action) { CharIndex = charIndex; Action = action; charData = character.CharData; dir = character.CharDir; }
protected override void Choose(ActiveChar character, ref bool moveMade) { if (Processor.Inventory[CurrentChoice] >= 0) { MenuManager.Menus.Insert(0, new ItemChosenMenu(CurrentChoice)); } }
protected override void Choose(ActiveChar character, ref bool moveMade) { switch (CurrentChoice) { case 0: { //use MenuManager.Menus.Clear(); Processor.ProcessDecision(new Command(Command.CommandType.Use, invSlot), character, ref moveMade); } break; case 1: { //throw MenuManager.Menus.Clear(); Processor.ProcessDecision(new Command(Command.CommandType.Throw, invSlot), character, ref moveMade); } break; case 2: { //drop MenuManager.Menus.Clear(); Processor.ProcessDecision(new Command(Command.CommandType.Drop, invSlot), character, ref moveMade); } break; } }
public CreateAction(int charIndex, ActiveChar character, CharSprite.ActionType action, bool looping, bool inPlace) { CharIndex = charIndex; Action = action; charData = character.CharData; dir = character.CharDir; Looping = looping; InPlace = inPlace; }
public CreateAction(int charIndex, ActiveChar character, CharSprite.ActionType action, bool looping, bool inPlace) { this.charIndex = charIndex; this.Action = action; this.charData = character.CharData; this.dir = character.CharDir; this.Looping = looping; this.InPlace = inPlace; }
public override void Process(Input input, ActiveChar character, ref bool moveMade) { if (input[Input.InputType.Q] && !Processor.PrevInput[Input.InputType.Q]) { MenuManager.Menus.RemoveAt(0); } else { base.Process(input, character, ref moveMade); } }
public void Save() { if (ActiveChar == null) { return; } ActiveChar.Delete(); ObjectIdManager.Instance.ReleaseId(ActiveChar.ObjId); ActiveChar.Save(); }
public Character SetActiveChar(int slot) { // Remove prev char from world if (ActiveChar != null) { ActiveChar.Delete(); } mActiveChar = slot; if (ActiveChar != null) { // We have an active character, load full data ActiveChar.LoadFull(); // Push it World.Objects.Add(ActiveChar); } return(ActiveChar); }
protected override void Choose(ActiveChar character, ref bool moveMade) { switch (CurrentChoice) { case 0: { MenuManager.Menus.Clear(); Processor.ProcessDecision(new Command(Command.CommandType.Wait), character, ref moveMade); } break; case 1: { MenuManager.Menus.Clear(); Processor.StartDungeon(Processor.Seed); } break; case 2: { MenuManager.Menus.Clear(); Processor.StartDungeon(Processor.Rand.Next()); } break; case 3: { this.Visible = false; MenuManager.Menus.Insert(0, new ReplayMenu()); } break; case 4: { //item MenuManager.Menus.RemoveAt(0); Editors.EditorManager.OpenItemEditor(); } break; case 5: { //move MenuManager.Menus.RemoveAt(0); Editors.EditorManager.OpenSpellEditor(); } break; case 6: { //map MenuManager.Menus.RemoveAt(0); //Editors.EditorManager.OpenMapEditor(); break; } case 7: { //dungeon MenuManager.Menus.RemoveAt(0); Editors.EditorManager.OpenRDungeonEditor(); } break; default: { MenuManager.Menus.RemoveAt(0); } break; } }
public Defeated(int charIndex, ActiveChar character) { this.charIndex = charIndex; this.charData = character.CharData; this.dir = character.CharDir; }
public Target(ActiveChar character, Enums.Alignment alignment, int distance) { Character = character; TargetAlignment = alignment; Distance = distance; }
protected override void Choose(ActiveChar character, ref bool moveMade) { MenuManager.Menus.Clear(); Processor.ProcessDecision(new Command(Command.CommandType.Spell, CurrentChoice), character, ref moveMade); }