示例#1
0
 public SkillView(HomeView homeview, SkillManager skillManager, SkillEffectManager skillEffectManager, SkillEffectView skillEffectView)
 {
     this.homeview           = homeview;
     this.skillManager       = skillManager;
     this.skillEffectView    = skillEffectView;
     this.adapter            = new CreationSkillController(skillManager, skillEffectManager);
     homeview.CallSkillView += CreatNewSkillView;
 }
示例#2
0
        static void Main(string[] args)
        {
            Console.SetWindowSize(120, 40);
            GameLoop           game               = new GameLoop();
            HomeView           homeview           = new HomeView();
            SkillEffectManager skillEffectManager = new SkillEffectManager();
            SkillManager       skillManager       = new SkillManager();
            SkillEffectView    skillEffectView    = new SkillEffectView(homeview, skillEffectManager);
            CharacterManager   characterManager   = new CharacterManager();
            SkillView          skillView          = new SkillView(homeview, skillManager, skillEffectManager, skillEffectView);
            CharacterView      characterView      = new CharacterView(characterManager, skillManager, homeview, skillView);
            BattleController   battleController   = new BattleController();
            BattleView         battleView         = new BattleView(homeview, characterView, battleController, characterManager);

            homeview.ShowListFunction();
            Console.ReadKey();
        }
示例#3
0
    private void _ReturnEffectView(SkillEffectView view)
    {
        Queue <SkillEffectView> queue = null;

        if (_skillEffectPool.ContainsKey(view.Type))
        {
            queue = _skillEffectPool[view.Type];
        }
        else
        {
            _skillEffectPool.Add(view.Type, queue);
        }

        if (queue == null)
        {
            queue = new Queue <SkillEffectView>();
        }
        queue.Enqueue(view);
    }
示例#4
0
 public void CopyTo(SkillEffectView target)
 {
     target.Init(Type, _defaultRoot, _onDisableAction, _isOverTime, Ballistic);
 }