/// <summary> /// Constructor /// </summary> /// <param name="enemyName">name of enemy</param> public EnemyEditor(string enemyName) { InitializeComponent(); EnemyManager enemy = new EnemyManager(this); enemy.Draw(enemyName, 0); this.enemy = EnemyData.GetEnemy(enemyName); healthBox.Text = this.enemy.Health.ToString(); speedBox.Text = this.enemy.speed.ToString(); damageBox.Text = this.enemy.damage.ToString(); rewardBox.Text = this.enemy.Reward.ToString(); flyingComboBox.SelectedIndex = this.enemy.flying ? 0 : 1; }
/// <summary> /// Constructor /// </summary> /// <param name="e">enemy to edit</param> public ImmunitySelector(Enemy e) { this.enemy = e; InitializeComponent(); int index = 0; // Add each status to the window as a CheckBox foreach (string s in StatusData.GetStatusNames()) { CheckBox checkBox = ControlManager.CreateCheckBox(s, 8, 20 * index); foreach (string immunity in e.ImmunitiesList) if (immunity.Equals(s)) checkBox.IsChecked = true; grid1.Children.Add(checkBox); index++; } }
/// <summary> /// Updates the enemy or adds the enemy to the list if a new one /// </summary> /// <param name="enemy">updated enemy object</param> public static void UpdateEnemy(Enemy enemy) { foreach (Enemy e in enemies) if (e.Name.Equals(enemy.Name)) { e.Health = enemy.Health; e.speed = enemy.speed; e.immune = enemy.immune; return; } enemies.Add(enemy); }