public SingleActionCommand(string name, string description, Image image, IBattleAction action) { Name = name; Image = image; Description = description; _action = action; }
public WarMagicData(string name, string description, IBattleAction action, int expandMP, int area, int range) { this.Name = name; this.Description = description; this.Action = action; this.ExpandMP = expandMP; this.Area = area; this.Range = range; }
public void StartPlayback() { this.SetDefaultPlaybackScale(); Service.Get <UXController>().HUD.UpdateCurrentReplaySpeedUI(); Service.Get <UXController>().HUD.ShowReplayTimer(); this.battleController.PrepareWorldForBattle(); Service.Get <EventManager>().SendEvent(EventId.EquipmentBuffShaderRemove, GameConstants.EQUIPMENT_SHADER_DELAY_REPLAY); this.battleController.StartBattle(); this.eventManager.RegisterObserver(this, EventId.EntityKilled, EventPriority.Default); this.eventManager.RegisterObserver(this, EventId.BattleEndProcessing, EventPriority.Default); this.playbackBattleAttr = new BattleAttributes(); this.recordBattleAttr = this.CurrentBattleRecord.BattleAttributes; this.timers = new uint[this.CurrentBattleRecord.BattleActions.Count]; for (int i = 0; i < this.CurrentBattleRecord.BattleActions.Count; i++) { IBattleAction battleAction = this.CurrentBattleRecord.BattleActions[i]; TimerDelegate callback; if (!this.actionCallbacks.TryGetValue(battleAction.ActionId, out callback)) { callback = new TimerDelegate(this.DefaultActionCallback); } this.timers[i] = this.timerManager.CreateSimTimer(battleAction.Time + 1u, false, callback, battleAction); } }
private static IBattleAction CreateBattleAction(string actionId, object action) { IBattleAction result = null; switch (actionId) { case "TroopPlaced": result = (new TroopPlacedAction().FromObject(action) as TroopPlacedAction); break; case "SpecialAttackDeployed": result = (new SpecialAttackDeployedAction().FromObject(action) as SpecialAttackDeployedAction); break; case "HeroDeployed": result = (new HeroDeployedAction().FromObject(action) as HeroDeployedAction); break; case "HeroAbilityActivated": result = (new HeroAbilityAction().FromObject(action) as HeroAbilityAction); break; case "ChampionDeployed": result = (new ChampionDeployedAction().FromObject(action) as ChampionDeployedAction); break; case "SquadTroopPlaced": result = (new SquadTroopPlacedAction().FromObject(action) as SquadTroopPlacedAction); break; case "BattleCanceled": result = (new BattleCanceledAction().FromObject(action) as BattleCanceledAction); break; } return(result); }
/// <summary> /// Sets the phase. Reset all state variables /// </summary> /// <param name="phase">Phase.</param> public void SetPhase(Phase newPhase) { turnClock = 0; this.phase = newPhase; switch(newPhase) { case Phase.REQUIRES_INPUT: action = null; turnComplete = -1; break; case Phase.PREPARE: turnComplete = action.timePrepare; break; case Phase.EXECUTE: turnComplete = action.timeAction; break; case Phase.RECOVER: turnComplete = action.timeRecover; break; } CheckNextPhase(false); }
/// <summary> /// Sets the action. This will reset all variables to Prepare /// </summary> /// <param name="action">Action.</param> public void SetAction(IBattleAction action) { this.action = action; SetPhase(Phase.PREPARE); }
protected void OnActionSelected(BattleEntity entity, IBattleAction action) { mBattleTimeQueue.SetAction(entity, action); }
public WarSkill(Skill skill, IBattleAction action) { _skill = skill; _action = action; }
public void SetSpecialAction(IBattleAction action) { _specialAction = action; }
public void SetBasicAction(IBattleAction action) { _basicAction = action; }
public void SetAction(BattleEntity entity, IBattleAction action) { entity.turnState.SetAction(action); }
public void Add(IBattleAction battleAction) { this.battleActions.Add(battleAction); }
private static IBattleAction CreateBattleAction(string actionId, object action) { IBattleAction result = null; uint num = < PrivateImplementationDetails >.ComputeStringHash(actionId); if (num <= 1033960932u) { if (num != 255476488u) { if (num != 619276938u) { if (num == 1033960932u) { if (actionId == "HeroAbilityActivated") { result = (new HeroAbilityAction().FromObject(action) as HeroAbilityAction); } } } else if (actionId == "TroopPlaced") { result = (new TroopPlacedAction().FromObject(action) as TroopPlacedAction); } } else if (actionId == "BattleCanceled") { result = (new BattleCanceledAction().FromObject(action) as BattleCanceledAction); } } else if (num <= 2120365278u) { if (num != 1186883982u) { if (num == 2120365278u) { if (actionId == "SpecialAttackDeployed") { result = (new SpecialAttackDeployedAction().FromObject(action) as SpecialAttackDeployedAction); } } } else if (actionId == "SquadTroopPlaced") { result = (new SquadTroopPlacedAction().FromObject(action) as SquadTroopPlacedAction); } } else if (num != 3440613923u) { if (num == 3805918252u) { if (actionId == "ChampionDeployed") { result = (new ChampionDeployedAction().FromObject(action) as ChampionDeployedAction); } } } else if (actionId == "HeroDeployed") { result = (new HeroDeployedAction().FromObject(action) as HeroDeployedAction); } return(result); }