public void InvokeAction(EnviromentEventArgument args) { base.InvokeAction(args); EnviromentSelectionFrame frame = new EnviromentSelectionFrame(args.LocationObjectBearing, args.Invokee.Possessor as Character, RepObject.SubObjects.ToArray()); args.Focuser.PushFrame(frame); }
public DamageEventArgument( EnviromentEventArgument args, GameObject _invokee, GameObject[] _targets, EnviromentFrame _frame, DamageAttribute _damageAttribute) : base(args.LocationObjectBearing, _invokee, _targets, args.Focuser, _frame) { DamageAttribute = _damageAttribute; }
public DamageEventArgument( EnviromentEventArgument args, GameObject _invokee, GameObject[] _targets, EnviromentFrame _frame, double _amount, DamageType _damageType, bool _trueDamage = false) : base(args.LocationObjectBearing, _invokee, _targets, args.Focuser, _frame) { SetValues(_amount, _damageType, _trueDamage); }
public void InvokeAction(EnviromentEventArgument args) { base.InvokeAction(args); if (Victim == null) { return; // cancel or failure to select. } AttackMethod.InvokeAction(new EnviromentEventArgument( args, args.Invokee, new GameObject[] { Victim }, args.Frame )); }
public void InvokeAction(EnviromentEventArgument args) { base.InvokeAction(args); foreach (GameObject target in args.Targets) { DamageAction damageTheTarget = target.GetAction <DamageAction>(); if (damageTheTarget != null) { damageTheTarget.InvokeAction(new DamageEventArgument ( args, args.Invokee, new GameObject[] { target }, args.Frame, DamageAttribute )); } } }
public void InvokeAction(EnviromentEventArgument args) { base.InvokeAction(args); SelectedAction.InvokeAction(args); }