private void AddGroup(TechTreeGroup group) { group.SetNode(Groups.AddLast(group), this); if (CurrentGroup == null) { CurrentGroup = group; } }
public void SetForGameSelection() { Groups.Clear(); TechTreeGroup group = new TechTreeGroup(FactionManager.GetFaction(ParentShip.FactionNumber).Cards); group.SetNode(Groups.AddLast(group), this); CurrentGroup = group; CardPickingMode = false; }
public void DrawAll() { TechTreeGroup PreviousGroup = MyNode.Previous != null ? MyNode.Previous.Value : MyNode.List.Last.Value; TechTreeGroup NextGroup = MyNode.Next != null ? MyNode.Next.Value : MyNode.List.First.Value; if (ParentMenu.MyFaction.PickingCards) { PreviousGroup.Draw(Position - new Vector2(0, PreviousGroup.Size.Y)); } Draw(Position); if (ParentMenu.MyFaction.PickingCards) { NextGroup.Draw(Position + new Vector2(0, Size.Y)); } }
public void SetGroup(TechTreeGroup CurrentGroup) { this.CurrentGroup = CurrentGroup; }
public void Update(GameTime gameTime, BasicController MyController, bool Highlighted) { if (Highlighted && !ParentMenu.Closing) { TargetPosition = ParentMenu.Position - TechTreeMenu.NegativeOffset - new Vector2(0, Size.Y / 2); Position += (TargetPosition - Position) * gameTime.ElapsedGameTime.Milliseconds * PlayerMenu.CloseOpenSpeed * 2; Alpha = Math.Min(1, Alpha + gameTime.ElapsedGameTime.Milliseconds * PlayerMenu.CloseOpenSpeed * 2); if (Alpha > 0.5f) { Vector2 CursorPrevious = Cursor; bool ExtraSticks = FactionManager.GetFaction(ParentMenu.ParentShip.FactionNumber).PickingCards; Cursor += MyController.MenuStick(ExtraSticks, ExtraSticks, true, false, false); if (ExtraSticks) { Vector2 BumperCursorPrevious = BumperCursor; BumperCursor = MyController.MenuStick(false, false, false, true, true); if (Math.Abs(BumperCursor.X) > 0.1f && Math.Abs(BumperCursor.X) < 0.1f) { Faction f = FactionManager.GetFaction(ParentMenu.ParentShip.FactionNumber); if (BumperCursor.X > 0) { f.CardPickPosition++; if (f.CardPickPosition == f.Cards.Count) { ParentMenu.ParentShip.ReadyMenu(); } } else { f.CardPickPosition = Math.Max(0, f.CardPickPosition - 1); } } } if (Cursor.Y != 0 && ParentMenu.MyFaction.PickingCards) { if (Cursor.Y < 0) { TechTreeGroup PreviousGroup = MyNode.Previous != null ? MyNode.Previous.Value : MyNode.List.Last.Value; if (PreviousGroup.Cards != null && PreviousGroup.Cards.Count > 0) { PreviousGroup.Cursor.X = Cursor.X; PreviousGroup.Position = Position - new Vector2(0, PreviousGroup.Size.Y); ParentMenu.SetGroup(PreviousGroup); PreviousGroup.SwitchTo(); } } else if (Cursor.Y > 0) { TechTreeGroup NextGroup = MyNode.Next != null ? MyNode.Next.Value : MyNode.List.First.Value; if (NextGroup.Cards != null && NextGroup.Cards.Count > 0) { NextGroup.Cursor.X = Cursor.X; NextGroup.Position = Position + new Vector2(0, Size.Y); ParentMenu.SetGroup(NextGroup); NextGroup.SwitchTo(); } } Cursor.Y = 0; } Cursor.X = MathHelper.Clamp(Cursor.X, 0, Cards.Count - 1); int i = 0; foreach (FactionCard c in Cards) { c.MenuUpdate(gameTime, (int)Cursor.X == i, 1 - Math.Abs(Cursor.X - i++) / 2.25f); } Vector2 TargetOffset = -new Vector2((Cursor.X - 2) * CellBorders.X, -CellBorders.Y / 2f); DrawOffset += (TargetOffset - DrawOffset) * OffsetSpeed; HighlightedCard = Cards[(int)Cursor.X]; if (MyController.AButton() && !MyController.AButtonPrevious()) { } HighlightedCard.Update3D(ParentMenu.ParentShip); } } else { Alpha = Math.Max(0, Alpha - gameTime.ElapsedGameTime.Milliseconds * PlayerMenu.CloseOpenSpeed); } }