public AreaEvent() { AType = AreaEvent_Type.NONE; Name = ""; XVal = -1; YVal = -1; }
public AreaEvent(AreaEvent_Type aType, string name, int xVal, int yVal) { AType = aType; Name = name; XVal = xVal; YVal = yVal; }
public AreaEvent(string sType, string name, int xVal, int yVal) { AType = StringToType(sType); Name = name; XVal = xVal; YVal = yVal; }
public static String TypeToString(AreaEvent_Type a) { switch (a) { case AreaEvent_Type.CHANGESTAGENOW: return("CHANGESTAGENOW"); case AreaEvent_Type.CHANGESTAGEUP: return("CHANGESTAGEUP"); case AreaEvent_Type.CHANGESTAGEDOWN: return("CHANGESTAGEDOWN"); case AreaEvent_Type.CHANGESTAGELEFT: return("CHANGESTAGELEFT"); case AreaEvent_Type.CHANGESTAGERIGHT: return("CHANGESTAGERIGHT"); case AreaEvent_Type.STARTPOINT: return("STARTPOINT"); case AreaEvent_Type.INTERACT: return("INTERACT"); case AreaEvent_Type.NONE: default: return("NONE"); } }
public AreaEvent(AreaEvent_Type aType, Direction dir, string name, int xVal, int yVal) { AType = aType; Dir = dir; Name = name; XVal = xVal; YVal = yVal; }
public AreaEvent() { AType = AreaEvent_Type.NONE; Dir = Direction.NONE; Name = ""; XVal = -1; YVal = -1; }
public AreaEvent GetAreaEvent(AreaEvent_Type aet, string name) { IEnumerable <AreaEvent> ie = from item in eventsSource where item.AType == aet & item.Name == name select item; if (ie.Count() > 0) { return(ie.First()); } return(new AreaEvent()); }
public List <AreaEvent> GetAreaEvent(AreaEvent_Type aet, int x, int y) { IEnumerable <AreaEvent> ie = from item in eventsSource where item.AType == aet & item.XVal == x & item.YVal == y select item; if (ie.Count() > 0) { return(ie.ToList()); } return(new List <AreaEvent>()); }
public List <AreaEvent> GetAreaEvent(AreaEvent_Type t, Direction d, String n, int x, int y) { IEnumerable <AreaEvent> ie = from item in eventsSource where (item.AType == t | t == AreaEvent_Type.NONE) & (item.Dir == d | d == Direction.NONE) & (item.Name == n | string.IsNullOrWhiteSpace(n)) & (item.XVal == x | x == -1) & (item.YVal == y | y == -1) select item; if (ie.Count() > 0) { return(ie.ToList()); } return(new List <AreaEvent>()); }
private void MoveAndPlayEvent(PlayerState currentPs, PlayerState nextPs) { AreaEvent_Type eT = AreaEvent_Type.NONE; if (currentPs.pos != nextPs.pos) //si on arrive sur une nouvelle case, on jour l'event "ChangeStateNow" de la nouvelle case (exemple : porte de batiment, echelle, ...) { eT = AreaEvent_Type.ChangeStageNow; } if (currentPs.pos == nextPs.pos & currentPs.dir == nextPs.dir) //si on garde la même direction (exemple : sortie de batiment, trigger hautes herbes,...) { switch (currentPs.dir) { case Direction.DOWN: eT = AreaEvent_Type.ChangeStageDown; break; case Direction.UP: eT = AreaEvent_Type.ChangeStageUp; break; case Direction.LEFT: eT = AreaEvent_Type.ChangeStageLeft; break; case Direction.RIGHT: eT = AreaEvent_Type.ChangeStageRight; break; default: eT = AreaEvent_Type.NONE; break; } } List <AreaEvent> lae = myArea.listAreaEvents.GetAreaEvent(eT, (int)nextPs.pos.X, (int)nextPs.pos.Y); eventToTrigger = lae.Count > 0 ? lae.First() : new AreaEvent(); ps = nextPs; }