public void ActionMenuEnable(HeroObject heroObject) { SetSelectedEffect(heroObject); actionMenu.Activate(); selector.ChangeMatrix("ActionMenuGroup"); selector.ResetConstraint(); selector.ChangeSelectMode(SelectMode.One); selector.SelectFirstItem(); }
public HeroGages(string name, GUIComponent parent, HeroObject heroObject) : base(name, parent, 0, 0) { this.heroObject = heroObject; gageTexture = Global.content.Load <Texture2D>("HeroGages"); }
public override void Update(GameTime gameTime) { if (transforming) // Starting { timespan++; if (timespan > TRANSFORMING_TIME) { #region Summon Enemy and Hero objects. foreach (Enemy enemy in combat.enemyFrontList) { EnemyObject enemyObject = new EnemyObject(0, 0, enemy, FighterState.Front, Global.soulBox.GetRandomHeros(1, enemy.soulCount)); guiLayer.AddGUI(new EnemyGages(enemy.name + "Gages", null, enemyObject)); stage.AddFighterObject(enemyObject); } foreach (Enemy enemy in combat.enemyBehindList) { EnemyObject enemyObject = new EnemyObject(0, 0, enemy, FighterState.Behind, Global.soulBox.GetRandomHeros(1, enemy.soulCount)); guiLayer.AddGUI(new EnemyGages(enemy.name + "Gages", null, enemyObject)); stage.AddFighterObject(enemyObject); } foreach (Hero hero in player.heros) { if (hero.defaultFighterState == FighterState.Stored) { continue; } HeroObject heroObject = new HeroObject(0, 0, hero); guiLayer.AddGUI(new HeroGages(hero.name + "Gages", null, heroObject)); stage.AddFighterObject(heroObject); } SetFighterObjects(); #endregion #region Set Selector int i = 0; foreach (ISelectable element in actionMenu.GetChild()) { selector.SetItemToMatrix("ActionMenuGroup", element, i++, 0); } selector.SetItemToMatrix("ActionSelectGroup", actionSelect, 0, 0); SetFighterGroupMatrix(); #endregion transforming = false; timePaused = false; } else { Global.camera.offsetY += (float)PLAYEROFFSET_Y / TRANSFORMING_TIME; } } else // Battle Started. { if (timePaused) { // If targetBuffer is filled, do current action. if (targetBuffer.Count > 0 && targetBufferFilled) { currentAction?.Execute(stage, actingFighterObject, targetBuffer, SummonFighterObject); actionMenu.Deactivate(); actionSelect.Deactivate(); instruction.Deactivate(); selector.Reset(); targetBufferFilled = false; return; } KeyCheck(); } else { // Buff trigger check. foreach (FighterObject fighterObject in stage) { foreach (Buff buff in fighterObject.buffList) { string method = buff.TriggerCheck(); if (method != "") { readiedBuff.Enqueue(new BuffAction(buff, method)); } } } if (readiedBuff.Count > 0) { timePaused = true; BuffAction buffAction = readiedBuff.Dequeue(); switch (buffAction.method) { case "Start": buffAction.buff.Start(SummonFighterObject); break; case "Finish": buffAction.buff.Finish(SummonFighterObject); break; case "Attack": buffAction.buff.Attack(SummonFighterObject); break; case "Hit": buffAction.buff.Hit(SummonFighterObject); break; case "Ready": buffAction.buff.Ready(SummonFighterObject); break; case "Tick": buffAction.buff.Tick(SummonFighterObject); break; } } else if (readiedFighterObjects.Count > 0) { timePaused = true; actingFighterObject = readiedFighterObjects.Dequeue(); // Check if fighter is paused. while (actingFighterObject.paused) { actingFighterObject = readiedFighterObjects.Dequeue(); } if (actingFighterObject.fighter is Hero) { ActionMenuEnable((HeroObject)actingFighterObject); } if (actingFighterObject is EnemyObject) { EnemySkill enemySkill = ((EnemyObject)actingFighterObject).GetAction(); enemySkill.Execute(stage, actingFighterObject, enemySkill.SelectTarget(stage), SummonFighterObject); } } else // Time goes here. { foreach (FighterObject fighterObject in stage) { if (fighterObject == null) { continue; } if (fighterObject.IncreaseGage(60)) { readiedFighterObjects.Enqueue(fighterObject); } foreach (Buff buff in fighterObject.buffList) { buff.Update(gameTime); } } } } } base.Update(gameTime); }