// Clear current lists so they can get rebuilt
        public void ClearCharacterLists()
        {
            AvailableCharacters.Clear();
            SelectedCharacters.Clear();

            ExecuteLoadDataCommand();
        }
        // Command that Loads the Data
        private async Task ExecuteLoadDataCommand()
        {
            if (IsBusy)
            {
                return;
            }

            IsBusy = true;

            try
            {
                // SelectedCharacters, no need to change them.

                // Reload the Character List from the Character View Moel
                AvailableCharacters.Clear();
                var availableCharacters = CharactersViewModel.Instance.Dataset;
                foreach (var data in availableCharacters)
                {
                    AvailableCharacters.Add(data);
                }
            }

            catch (Exception ex)
            {
                Debug.WriteLine(ex);
            }

            finally
            {
                IsBusy = false;
            }
        }
示例#3
0
        // Command that Loads the Data
        private async Task ExecuteLoadDataCommand()
        {
            if (IsBusy)
            {
                return;
            }

            IsBusy = true;

            try
            {
                // Reload the Available character list from the Character View Model
                AvailableCharacters.Clear();
                var availableCharacters = CharactersViewModel.Instance.Dataset;
                foreach (var data in availableCharacters)
                {
                    AvailableCharacters.Add(data);
                }

                // Reload the Selected Monster List from the Battle engine monster list
                SelectedMonsters.Clear();
                var selectedMon = BattleEngine.MonsterList;
                foreach (var mon in selectedMon)
                {
                    SelectedMonsters.Add(mon);
                }

                // Reload the Selected Character List from the Battle engine character list
                SelectedCharacters.Clear();
                var selectedChar = BattleEngine.CharacterList;
                foreach (var ch in selectedChar)
                {
                    SelectedCharacters.Add(ch);
                }

                // Reload the availItems List from the Battle engine itemspool list
                availItems.Clear();
                var avaItems = BattleEngine.ItemPool;
                foreach (var it in avaItems)
                {
                    availItems.Add(it);
                }
            }
            // Catch any exceptions
            catch (Exception ex)
            {
                Debug.WriteLine(ex);
            }

            // Set isBusy to false
            finally
            {
                IsBusy = false;
            }
        }
示例#4
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        // Command that Loads the Data
        private async Task ExecuteLoadDataCommand()
        {
            if (IsBusy)
            {
                return;
            }

            IsBusy = true;

            try
            {
                // SelectedCharacters, no need to change them.

                // Reload the Character List from the Character View Moel
                AvailableCharacters.Clear();
                var availableCharacters = CharactersViewModel.Instance.Dataset;
                foreach (var data in availableCharacters)
                {
                    AvailableCharacters.Add(data);
                }

                //for refreshing characters and monsters on battle main page
                SelectedCharacters.Clear();
                var selectedChars = BattleEngine.CharacterList;
                foreach (var data in selectedChars)
                {
                    SelectedCharacters.Add(data);
                }

                FightingMonsters.Clear();
                var fightingMonsters = BattleEngine.MonsterList;
                foreach (var data in fightingMonsters)
                {
                    FightingMonsters.Add(data);
                }
            }

            catch (Exception ex)
            {
                Debug.WriteLine(ex);
            }

            finally
            {
                IsBusy = false;
            }
        }
示例#5
0
        public ISkillFactory SelectFactory(AvailableCharacters availableCharacter)
        {
            ISkillFactory factory = null;

            switch (availableCharacter)
            {
            case AvailableCharacters.Ruyo:
                factory = GetComponent <SkillFactoryRuyo>();
                break;

            default:
                throw new NotImplementedException("Requested skill factory for passed character ("
                                                  + availableCharacter.ToString()
                                                  + ") was not implemented. If you think it was, however, then add the script to SkillFactory Selector's gameobject.");
            }

            return(factory);
        }