示例#1
0
        public override bool CanActivateOnTarget(ManualSkill ActiveSkill)
        {
            for (int P = Context.Map.ListPlayer.Count - 1; P >= 0; --P)
            {
                for (int Squad = Context.Map.ListPlayer[P].ListSquad.Count - 1; Squad >= 0; --Squad)
                {
                    if (Context.Map.ListPlayer[P].ListSquad[Squad].CurrentLeader == null || Context.Map.ListPlayer[P].ListSquad[Squad].CurrentLeader.Pilot == null || Context.Map.ListPlayer[P].ListSquad[Squad].IsDead)
                    {
                        continue;
                    }

                    for (int U = Context.Map.ListPlayer[P].ListSquad[Squad].UnitsAliveInSquad - 1; U >= 0; --U)
                    {
                        if (Context.Map.ListPlayer[P].ListSquad[Squad][U] == null || Context.Map.ListPlayer[P].ListSquad[Squad][U].Pilot == null)
                        {
                            continue;
                        }

                        Context.SetContext(Context.EffectOwnerSquad, Context.EffectOwnerUnit, Context.EffectOwnerCharacter,
                                           Context.Map.ListPlayer[P].ListSquad[Squad], Context.Map.ListPlayer[P].ListSquad[Squad][U], Context.Map.ListPlayer[P].ListSquad[Squad][U].Pilot);

                        if (ActiveSkill.CanActivateEffectsOnTarget(Context.Map.ListPlayer[P].ListSquad[Squad][U].Pilot.Effects))
                        {
                            return(true);
                        }
                    }
                }
            }

            return(false);
        }
示例#2
0
        public override bool CanActivateOnTarget(ManualSkill ActiveSkill)
        {
            if (Context.EffectOwnerSquad.CurrentLeader == null || Context.EffectOwnerSquad.CurrentLeader.Pilot == null || Context.EffectOwnerSquad.IsDead)
            {
                return(false);
            }

            for (int U = Context.EffectOwnerSquad.UnitsAliveInSquad - 1; U >= 0; --U)
            {
                if (Context.EffectOwnerSquad[U] == null || Context.EffectOwnerSquad[U].Pilot == null)
                {
                    continue;
                }

                Context.SetContext(Context.EffectOwnerSquad, Context.EffectOwnerUnit, Context.EffectOwnerCharacter,
                                   Context.EffectOwnerSquad, Context.EffectOwnerUnit, Context.EffectOwnerSquad[U].Pilot,
                                   Context.Map.ActiveParser);

                if (ActiveSkill.CanActivateEffectsOnTarget(Context.EffectOwnerSquad[U].Pilot.Effects))
                {
                    return(true);
                }
            }

            return(false);
        }
示例#3
0
        public override bool CanActivateOnTarget(ManualSkill ActiveSkill)
        {
            if (Context.EffectOwnerSquad.CurrentLeader == null || Context.EffectOwnerSquad.CurrentLeader.Pilot == null || Context.EffectOwnerSquad.IsDead)
            {
                return(false);
            }

            Context.SetContext(Context.EffectOwnerSquad, Context.EffectOwnerUnit, Context.EffectOwnerCharacter, Context.EffectOwnerSquad, Context.EffectOwnerUnit, Context.EffectOwnerCharacter);

            return(ActiveSkill.CanActivateEffectsOnTarget(Context.EffectOwnerCharacter.Effects));
        }
示例#4
0
        public override void Update(GameTime gameTime)
        {
            Map.CursorControl(Map.ListPlayer[Map.ActivePlayerIndex].InputManager);
            Map.UpdateCursorVisiblePosition(gameTime);
            //Loop through the players to find a Unit to control.
            for (int P = 0; P < Map.ListPlayer.Count; P++)
            {
                //Find if a current player Unit is under the cursor.
                int CursorSelect = Map.CheckForSquadAtPosition(P, Map.CursorPosition, Vector3.Zero);

                if (CursorSelect >= 0)
                {
                    if (BattlePreview == null)
                    {
                        BattlePreview = new BattlePreviewer(Map, P, CursorSelect, null);
                    }
                    BattlePreview.UpdateUnitDisplay();
                }
            }

            if (Map.ListPlayer[Map.ActivePlayerIndex].InputManager.InputConfirmPressed())
            {
                Squad TargetSquad = null;
                for (int P = Map.ListPlayer.Count - 1; P >= 0 && TargetSquad == null; --P)
                {
                    int SquadIndex = Map.CheckForSquadAtPosition(P, Map.CursorPosition, Vector3.Zero);
                    if (SquadIndex >= 0)
                    {
                        Context.SetContext(SkillSquad, SkillUnit, SkillPilot,
                                           Context.Map.ListPlayer[P].ListSquad[SquadIndex], Context.Map.ListPlayer[P].ListSquad[SquadIndex].CurrentLeader, Context.Map.ListPlayer[P].ListSquad[SquadIndex].CurrentLeader.Pilot, Context.Map.ActiveParser);

                        Context.EffectTargetUnit.UpdateSkillsLifetime(SkillEffect.LifetimeTypeOnAction);
                        if (ActiveSkill.CanActivateEffectsOnTarget(Context.EffectTargetCharacter.Effects))
                        {
                            TargetSquad = Map.ListPlayer[P].ListSquad[SquadIndex];
                        }
                    }
                }

                if (TargetSquad == null)
                {
                    return;
                }

                Context.SetContext(Context.EffectOwnerSquad, Context.EffectOwnerUnit, Context.EffectOwnerCharacter,
                                   TargetSquad, TargetSquad.CurrentLeader, TargetSquad.CurrentLeader.Pilot, Context.Map.ActiveParser);

                Owner.AddAndExecuteEffect(ActiveSkill, Context.EffectTargetCharacter.Effects);
                Context.EffectTargetUnit.UpdateSkillsLifetime(SkillEffect.LifetimeTypeOnAction);
                SkillPilot.SP -= ActiveSkill.SPCost;

                Map.CursorPosition        = SkillSquad.Position;
                Map.CursorPositionVisible = Map.CursorPosition;

                BattlePreview = null;

                if (SkillPilot.SP < ActiveSkill.SPCost)
                {
                    Map.Update(gameTime);//Remove the drawable points if needed
                    Map.RemoveScreen(this);
                }
            }
            else if (Map.ListPlayer[Map.ActivePlayerIndex].InputManager.InputCancelPressed())
            {
                Map.CursorPosition        = SkillSquad.Position;
                Map.CursorPositionVisible = Map.CursorPosition;
                Map.Update(gameTime);//Remove the drawable points if needed
                Map.RemoveScreen(this);
            }
        }