示例#1
0
        protected override void OnCreate(Bundle savedInstanceState)
        {
            base.OnCreate(savedInstanceState);

            // Set our view from the "main" layout resource
            SetContentView(Resource.Layout.Main);

            TextView    shipname           = FindViewById <TextView>(Resource.Id.Shipname);
            TextView    combatlog          = FindViewById <TextView>(Resource.Id.CombatLog);
            TextView    enemyshipname      = FindViewById <TextView>(Resource.Id.Enemyshipname);
            TextView    auxiliarypowertext = FindViewById <TextView>(Resource.Id.auxiliarypowertext);
            TextView    ShipPowertext      = FindViewById <TextView>(Resource.Id.ShipPowertext);
            TextView    Shipspeedtext      = FindViewById <TextView>(Resource.Id.Shipspeedtext);
            TextView    Shipshieldtext     = FindViewById <TextView>(Resource.Id.ShipShieldtext);
            TextView    ConflicDescription = FindViewById <TextView>(Resource.Id.ConflictText);
            ImageView   shipview           = FindViewById <ImageView>(Resource.Id.shipview);
            ProgressBar auxiliarypower     = FindViewById <ProgressBar>(Resource.Id.auxiliarypower);
            ProgressBar Healthbar          = FindViewById <ProgressBar>(Resource.Id.HealthBar);
            ProgressBar enemyhealthBar     = FindViewById <ProgressBar>(Resource.Id.EnemyHealthBar);
            SeekBar     weaponPower        = FindViewById <SeekBar>(Resource.Id.powerbar);

            weaponPower.Max = ship.Getmaxweaponpower();
            SeekBar shipspeed = FindViewById <SeekBar>(Resource.Id.shipspeed);

            shipspeed.Max = ship.Getmaxspeed();
            SeekBar shipshield = FindViewById <SeekBar>(Resource.Id.shipshield);

            shipshield.Max = ship.Getmaxshields();
            Shipresourceid srid = new Shipresourceid();

            shipname.Text = ship.GetShipname();
            shipview.SetImageResource(srid.Getshipresourceid(ship));
            Button Engage      = FindViewById <Button>(Resource.Id.Engagebutton);
            Button Navigate    = FindViewById <Button>(Resource.Id.Nbutton);
            Button Disengage   = FindViewById <Button>(Resource.Id.DisengageButton);
            Button Hail        = FindViewById <Button>(Resource.Id.HailButton);
            Button FireWeapons = FindViewById <Button>(Resource.Id.Fireweapon);
            Button Scan        = FindViewById <Button>(Resource.Id.ScanButton);

            auxiliarypower.Max      = ship.GetTotalpower();
            auxiliarypower.Progress = auxiliarypower.Max;

            Healthbar.Max      = ship.GetmaxHealth();
            Healthbar.Progress = ship.GetHealth();

            weaponPower.Progress = ship.GetweaponPower();
            shipspeed.Progress   = ship.Getspeed();
            shipshield.Progress  = ship.Getshields();

            Boolean inconflict = false;

            void auxilarypowerchanged()
            {
                auxiliarypowertext.Text = "Unused power:" + ((ship.Getmaxauxiliarypower() - ship.Getauxiliarypower() - ship.GetTotalpower()) * -1);
            }

            Engage.Click += delegate
            {
                EngageConflict();
                inconflict = true;
            };
            Navigate.Click += delegate
            {
                var intent = new Intent(this, typeof(nav));

                StartActivity(inten);
            };
            Disengage.Click += delegate
            {
                DisengageConflict();
                inconflict = false;
            };
            Navigate.Click += delegate
            {
                //  Intent Navpanel = new Intent(this, typeof(Na))
                //StartActivity(nav);
            };
            Hail.Click += delegate
            {
                HailConflict();
            };
            FireWeapons.Click += delegate
            {
                FireConflict();
            };
            Scan.Click += delegate
            {
                ScanConflict();
            };

            weaponPower.ProgressChanged += (a, b) =>
            {
                if (weaponPower.Progress >= 0)
                {
                    ship.SetweaponPower(weaponPower.Progress);
                }
                else
                {
                    ship.SetweaponPower(weaponPower.Progress * -1);
                }
                ShipPowertext.Text      = "Shippower:" + ship.GetweaponPower();
                auxiliarypower.Progress = ((ship.Getmaxauxiliarypower() - ship.Getauxiliarypower() - ship.GetTotalpower()) * -1);
                auxilarypowerchanged();
            };

            shipspeed.ProgressChanged += (a, b) =>
            {
                if (shipspeed.Progress >= 0)
                {
                    ship.Setspeed(shipspeed.Progress);
                }
                else
                {
                    ship.Setspeed(shipspeed.Progress * -1);
                }

                Shipspeedtext.Text      = "Shipspeed:" + ship.Getspeed();
                auxiliarypower.Progress = ((ship.Getmaxauxiliarypower() - ship.Getauxiliarypower() - ship.GetTotalpower()) * -1);
                auxilarypowerchanged();
            };
            shipshield.ProgressChanged += (a, b) =>
            {
                if (shipshield.Progress >= 0)
                {
                    ship.Setshields(shipshield.Progress);
                }
                else
                {
                    ship.Setshields(shipshield.Progress * -1);
                }


                Shipshieldtext.Text     = "Shipshield:" + ship.Getshields();
                auxiliarypower.Progress = ((ship.Getmaxauxiliarypower() - ship.Getauxiliarypower() - ship.GetTotalpower()) * -1);
                auxilarypowerchanged();
            };

            void EngageConflict()
            {
                turntimer = 0;
                AssetManager  assets    = Assets;
                List <string> Conflicts = new List <string>();

                foreach (var conf in assets.List("Conflicts"))
                {
                    Conflicts.Add(conf);
                }

                Random rn          = new Random();
                int    Irnconflict = rn.Next(0, Conflicts.Count());
                string Srnconflict = Conflicts[Irnconflict];
                string content;

                using (StreamReader sr = new StreamReader(assets.Open("Conflicts/" + Srnconflict)))
                {
                    content = sr.ReadLine();
                }
                enemyshipname.Visibility  = ViewStates.Visible;
                enemyhealthBar.Visibility = ViewStates.Visible;
                ConflicDescription.SetTextColor(Color.Red);
                ConflicDescription.Text = content;
                shipview.Visibility     = ViewStates.Gone;
                Engage.Visibility       = ViewStates.Gone;
                Disengage.Visibility    = ViewStates.Visible;
                Hail.Visibility         = ViewStates.Visible;
                FireWeapons.Visibility  = ViewStates.Visible;
                Scan.Visibility         = ViewStates.Visible;


                RandomConflict = new Conflict(Srnconflict);

                enemyhealthBar.Max      = RandomConflict.GetEnemyMaxHealth();
                enemyhealthBar.Progress = RandomConflict.GetEnemyHealth();
                enemyshipname.Text      = RandomConflict.GetEnemyShipname();
            }

            void DisengageConflict()
            {
                ConflicDescription.SetTextColor(Color.Green);
                ConflicDescription.Text   = "Green Alert";
                enemyshipname.Visibility  = ViewStates.Gone;
                enemyhealthBar.Visibility = ViewStates.Gone;
                shipview.Visibility       = ViewStates.Visible;
                Engage.Visibility         = ViewStates.Visible;
                Disengage.Visibility      = ViewStates.Gone;
                Hail.Visibility           = ViewStates.Gone;
                FireWeapons.Visibility    = ViewStates.Gone;
                Scan.Visibility           = ViewStates.Gone;
            }

            void HailConflict()
            {
                ConflicDescription.Text = RandomConflict.Hail();

                NextTurn();
            }

            void FireConflict()
            {
                combatlog.Text = RandomConflict.Underfire(ship.GetweaponPower());
                NextTurn();
            }

            void ScanConflict()
            {
                ConflicDescription.Text = RandomConflict.Nextscan();
                NextTurn();
            }

            void NextTurn()
            {
                if (RandomConflict.enemy == false)
                {
                    DisengageConflict();
                }
                else
                {
                    if ((ship.Getmaxauxiliarypower() - ship.Getauxiliarypower() - ship.GetTotalpower()) * -1 >= 0)
                    {
                        turntimer++;
                        EnemyAttack = RandomConflict.Nextattack();
                        ship.ChangeHealth(Convert.ToInt32(EnemyAttack));
                        Statchanged();
                        ConflicDescription.Text = "Red Alert || Turn: " + turntimer + " || You took " + EnemyAttack + " Damage";
                    }
                }
            }

            void Statchanged()
            {
                Healthbar.Progress = ship.GetHealth();
                auxilarypowerchanged();
                enemyhealthBar.Progress = RandomConflict.GetEnemyHealth();
                if (ship.Healthcheck() == false)
                {
                    ConflicDescription.Text = "YOU DIED!";
                    ship.SetTotalauxilarypower(0);
                    ship.ChangeClass("Ghost");
                    ship.ChangeShipname("Ghost");
                }
            }
        }