public void LoadRestingButtons() { CurrentButtons.Clear(); CurrentButtons.Add(Buttons["Reinforce Button"]); CurrentButtons.Add(Buttons["Green Ration Button"]); CurrentButtons.Add(Buttons["Heal Button"]); }
/// <summary> /// Load Spells Buttons Method /// </summary> public void LoadSpellsButtons() { CurrentButtons.Clear(); CurrentButtons.Add(Buttons["Green Fireball Spell Button"]); CurrentButtons.Add(Buttons["Green Ice Spell Button"]); CurrentButtons.Add(Buttons["Green Poison Spell Button"]); CurrentButtons.Add(Buttons["Green Healing Spell Button"]); //CurrentButtons.Add(Buttons["Done Button"]); }
/// <summary> /// Load Merchant Buttons Method /// </summary> public void LoadMerchantButtons() { CurrentButtons.Clear(); CurrentButtons.Add(Buttons["Green Ration Button"]); CurrentButtons.Add(Buttons["Green Health Potion Button"]); CurrentButtons.Add(Buttons["Green Big Health Potion Button"]); CurrentButtons.Add(Buttons["Green Armor Piece Button"]); CurrentButtons.Add(Buttons["Green Spells Button"]); }
void ClearButtons() { for (var i = 0; i < CurrentButtons.Count; i++) { Destroy(CurrentButtons[i].gameObject); } CurrentButtons.Clear(); }
//---------------------- METHODS ----------------------------- public override bool HandleCard(Player player, MouseState current, MouseState previous, float xPos, float yPos) { XPos = xPos; YPos = yPos; CurrentMouseState = current; PreviousMouseState = previous; switch (eventCardTurnState) { case EventCardTurnState.INITIAL_ROLL: SkillCheck = false; HandleButtons(player); return(false); case EventCardTurnState.ROLLANIMATION: if (AnimationCounter < 60) { RollAnimation(); } else { if (SkillCheck) { SkillCheckResult = player.playerDice.RollDice(); EventDie.CurrentTexture = EventDie.DieTextures["Roll " + SkillCheckResult]; if (SkillCheckResult <= player.Rank) { CurrentButtons.Clear(); LoadSkillCheckButtons(); eventCardTurnState = EventCardTurnState.ADJUSTOPTION; } else { eventCardTurnState = EventCardTurnState.HANDLE_EVENT; } AnimationCounter = 0; } else { Option = player.playerDice.RollDice(); EventDie.CurrentTexture = EventDie.DieTextures["Roll " + Option]; LoadInitialRollButtons(Option); eventCardTurnState = EventCardTurnState.SKILL_CHECK; AnimationCounter = 0; } } return(false); case EventCardTurnState.SKILL_CHECK: HandleButtons(player); return(false); case EventCardTurnState.ADJUSTOPTION: HandleButtons(player); return(false); case EventCardTurnState.HANDLE_EVENT: HandleButtons(player); return(false); case EventCardTurnState.FIGHT_MONSTER: HandleButtons(player); return(false); case EventCardTurnState.COMBAT: if (CurrentCombat.HandleCombat(player, CurrentMouseState, PreviousMouseState, XPos, yPos, false, true)) { eventCardTurnState = EventCardTurnState.COMPLETE; } return(false); case EventCardTurnState.COMPLETE: return(true); default: return(false); } }