示例#1
0
 public void DebugMenuLevelUpUnit(Game_Unit unit)
 {
     if (unit.actor.can_promote() && unit.actor.promotion_level() &&
         unit.actor.level == unit.actor.level_cap())
     {
         Global.game_system.play_se(System_Sounds.Status_Page_Change);
         unit.actor.exp = 0;
         unit.actor.quick_promotion((int)unit.actor.promotes_to(false));
         unit.refresh_sprite();
         unit.update_move_range();
     }
     else if (unit.actor.exp_gain_possible() > 0)
     {
         Global.game_system.play_se(System_Sounds.Level_Up_Stat);
         unit.actor.instant_level = true;
         unit.actor.exp          += Global.ActorConfig.ExpToLvl;
     }
 }
 public void remove_siege_engine(int id)
 {
     if (this.siege_engines.ContainsKey(id))
     {
         Siege_Engine siege = this.siege_engines[id];
         Game_Unit    unit  = siege.Unit;
         Siege_Locations[(int)siege.loc.X, (int)siege.loc.Y] = 0;
         Objects.remove_siege_engine(id);
         if (get_scene_map() != null)
         {
             get_scene_map().remove_map_sprite(id);
         }
         if (unit != null)
         {
             unit.refresh_sprite();
         }
     }
 }
示例#3
0
        public void UnitMenuReload(Game_Unit unit, Vector2 targetLoc)
        {
            //Global.game_state.call_reload( //@Debug
            //    unit.id,
            //    target_loc);

            // Simplified reload siege engine //@Debug
            var siege = Global.game_map.get_siege(targetLoc);

            siege.reload();

            Game_Unit siegeUnit = siege.Unit;

            if (siegeUnit != null)
            {
                siegeUnit.refresh_sprite();
            }

            EndConstruct(unit);
        }