// 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; } }
// 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; } }
// 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; } }
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); }