public override void ConfirmPushDestination(int[] pathToDestinationNodeIds, int destinationNodeId, int actionNumber, int subActionNumber)
        {
            bool enemyPush        = (_actionNumber == 3 || _actionNumber == 4) && _subActionNumber == 6;
            bool enemyCounterPush = (_actionNumber == 1 || _actionNumber == 2) && _subActionNumber == 7;

            bool push        = (_actionNumber == 1 || _actionNumber == 2) && _subActionNumber == 6;
            bool counterPush = (_actionNumber == 3 || _actionNumber == 4) && _subActionNumber == 7;

            Monster pushedMonster;

            if (push)
            {
                pushedMonster = EnemyMonsters.Single(m => m.CurrentNode.Id == SelectedAttackNode.Id);
            }
            else if (counterPush)
            {
                pushedMonster = EnemyMonsters.Single(m => m.CurrentNode.Id == SelectedMonster.CurrentNode.Id);
            }
            else if (enemyPush)
            {
                pushedMonster = FriendlyMonsters.Single(m => m.CurrentNode.Id == SelectedAttackNode.Id);
            }
            else if (enemyCounterPush)
            {
                pushedMonster = FriendlyMonsters.Single(m => m.CurrentNode.Id == SelectedMonster.CurrentNode.Id);
            }
            else
            {
                return;
            }
            Node        selectedNode      = GameGraph.Nodes[destinationNodeId];
            List <Node> pathToDestination = new List <Node> {
                selectedNode
            };
            NodePath movementPath = new NodePath(pathToDestination, selectedNode);

            _isAnimationRunning = true;
            pushedMonster.SendMessage("OnBeginMoveAnimation", movementPath);

            pushedMonster.CurrentNode = selectedNode;

            _actionNumber    = actionNumber;
            _subActionNumber = subActionNumber;
        }
示例#2
0
        public virtual void ConfirmSelectMonster(int selectedMonsterId, int actionNumber, int subActionNumber)
        {
            SelectedMonster  = FriendlyMonsters.SingleOrDefault(m => m.MonsterTypeId == selectedMonsterId) ?? EnemyMonsters.Single(m => m.MonsterTypeId == selectedMonsterId);
            _actionNumber    = actionNumber;
            _subActionNumber = subActionNumber;

            if (SelectedMonster != null && (_actionNumber == 1 || _actionNumber == 2))
            {
                foreach (BoardSpace space in BoardSpaces.Values)
                {
                    space.SendMessage("OnMonsterSelected", SelectedMonster.CurrentNode.Id);
                }
            }
            Client.SendStateAck(GetAdjustedActionNumber(), _subActionNumber);
        }