/// <summary> /// Create a sample /// </summary> protected BattleMap() : base() { MapSize = new Point(10, 10); TileSize = new Point(32, 32); ShowLayerIndex = -1; IsFrozen = false; OnlinePlayers = new OnlineConfiguration(); GameTurn = 0; MapOverlay = new DayNightCycleColorOnly(); ListTileSet = new List <Texture2D>(); ListBackground = new List <AnimationBackground>(); ListBackgroundsPath = new List <string>(); ListForeground = new List <AnimationBackground>(); ListForegroundsPath = new List <string>(); ListMAPAttackTarget = new Stack <Tuple <int, int> >(); Description = ""; VictoryCondition = ""; LossCondition = ""; SkillPoint = ""; sndBattleThemeName = ""; DicMapVariables = new Dictionary <string, double>(); MovementAnimation = new MovementAnimations(); ListMapScript = new List <MapScript>(); ListMapEvent = new List <MapEvent>(); DicCutsceneScript = new Dictionary <string, CutsceneScript>(); DicInteractiveProp = new Dictionary <string, InteractiveProp>(); DicRequirement = new Dictionary <string, BaseSkillRequirement>(); DicEffect = new Dictionary <string, BaseEffect>(); DicAutomaticSkillTarget = new Dictionary <string, AutomaticSkillTargetType>(); DicManualSkillTarget = new Dictionary <string, ManualSkillTarget>(); ListSubMap = new List <BattleMap>(); DicSpawnSquadByPlayer = new Dictionary <string, List <Squad> >(); ListMultiplayerColor = new List <Color>(); GlobalBattleContext = new BattleContext(); GlobalQuickLoadContext = new UnitQuickLoadEffectContext(); #region Screen shaking ShakeCounter = 0; ShakeRadiusMax = 3; ShakeOffsetX = 0; ShakeOffsetY = 0; ShakeAngle = RandomHelper.Next(360); ShakeAngleVariation = new Vector2(1, 0); #endregion }
public UnitPartsScreen(Roster PlayerRoster, FormulaParser ActiveParser) : base(PlayerRoster, ActiveParser) { CursorIndexUnitPart = 0; Stage = -1; ListTerrainChoices = new List <string>(); DicTerrainLetterAttribute = new Dictionary <string, char>(); CurrentPagePart = 1; PageMaxPart = (int)Math.Ceiling(SystemList.ListPart.Count / (double)MaxPerPagePart); DicRequirement = new Dictionary <string, BaseSkillRequirement>(); DicEffect = new Dictionary <string, BaseEffect>(); DicAutomaticSkillTarget = new Dictionary <string, AutomaticSkillTargetType>(); DicManualSkillTarget = new Dictionary <string, ManualSkillTarget>(); GlobalBattleContext = new BattleContext(); GlobalQuickLoadContext = new UnitQuickLoadEffectContext(); }
public UnitEffectParams(UnitEffectContext GlobalContext, UnitQuickLoadEffectContext GlobalQuickLoadContext) { this.GlobalContext = GlobalContext; this.GlobalQuickLoadContext = GlobalQuickLoadContext; LocalContext = new UnitEffectContext(); }