C# Class Descent.State.StateManager

The handler of all states. Knows about the current state and what to do next.
Mostra file Open project: nezbo/Descent

Private Properties

Property Type Description
ActionDone void
AddFatigue void
AddHealth void
AddMovement void
AllPlayersRemainEquip void
AllPlayersRemainTurn void
AssignHero void
AttackSquare void
BeginGame void
BoughtDice void
BoughtMovement void
ChangedBlackDiceSide void
ChooseAction void
DamageDone void
DamageTaken void
DetermineRole Model.Role
DiceClicked void
DoAttack void
DrawHeroCards void
EndMonsterTurn void
FatiqueClicked void
FinishedAttack void
FinishedBuy void
FinishedReequip void
FinishedTurn void
GameWon void
GiveCoins void
GiveEquipment void
GiveOverlordCards void
GiveTreasure void
HasTurn bool
InflictWounds void
InventoryFieldMarked void
IsAHeroTurn bool
MarkMonsters void
MissedAttack void
MonsterTurnInitiation void
MoveTo void
NewRound void
OpenChest void
OpenDoor void
OverLordIs void
OverLordPlayCard void
OverlordTurnInitiation void
PickupMarker void
PlaceHero void
PlayerJoined void
PlayersInGame void
RemoveFatigue void
RemoveHealth void
RemoveMovement void
RemoveOverlordCard void
RequestBuyEquipment void
RequestPlacement void
RequestTurn void
ResetCurrentPlayer void
RolledDices void
SquareMarked void
StartMonsterTurn void
StateChanged void
SwitchItems void
TurnChanged void
WasKilled void

Public Methods

Method Description
StateManager ( GUI gui ) : System

Private Methods

Method Description
ActionDone ( ) : void
AddFatigue ( object sender, PointsEventArgs eventArgs ) : void
AddHealth ( object sender, PointsEventArgs eventArgs ) : void
AddMovement ( object sender, PointsEventArgs eventArgs ) : void
AllPlayersRemainEquip ( ) : void
AllPlayersRemainTurn ( ) : void
AssignHero ( object sender, AssignHeroEventArgs eventArgs ) : void
AttackSquare ( object sender, CoordinatesEventArgs eventArgs ) : void
BeginGame ( object sender, GameEventArgs eventArgs ) : void
BoughtDice ( object sender, DiceEventArgs eventArgs ) : void
BoughtMovement ( object sender, GameEventArgs eventArgs ) : void
ChangedBlackDiceSide ( object sender, DiceEventArgs eventArgs ) : void
ChooseAction ( object sender, ChooseActionEventArgs eventArgs ) : void
DamageDone ( Point point ) : void
DamageTaken ( object sender, DamageTakenEventArgs eventArgs ) : void
DetermineRole ( ) : Role
DiceClicked ( object sender, DiceEventArgs eventArgs ) : void
DoAttack ( object sender, GameEventArgs eventArgs ) : void
DrawHeroCards ( ) : void
EndMonsterTurn ( object sender, GameEventArgs eventArgs ) : void
FatiqueClicked ( object sender, GameEventArgs eventArgs ) : void
FinishedAttack ( object sender, GameEventArgs eventArgs ) : void
FinishedBuy ( object sender, GameEventArgs eventArgs ) : void
FinishedReequip ( object sender, GameEventArgs eventArgs ) : void
FinishedTurn ( object sender, GameEventArgs eventArgs ) : void
GameWon ( bool heroPartyWon ) : void
GiveCoins ( object sender, GiveCoinsEventArgs eventArgs ) : void
GiveEquipment ( object sender, GiveEquipmentEventArgs eventArgs ) : void
GiveOverlordCards ( object sender, GiveOverlordCardsEventArgs eventArgs ) : void
GiveTreasure ( int playerId, Treasure treasure ) : void
HasTurn ( ) : bool
InflictWounds ( object sender, InflictWoundsEventArgs eventArgs ) : void
InventoryFieldMarked ( object sender, InventoryFieldEventArgs eventArgs ) : void
IsAHeroTurn ( ) : bool
MarkMonsters ( ) : void
MissedAttack ( object sender, GameEventArgs eventArgs ) : void
MonsterTurnInitiation ( ) : void
MoveTo ( object sender, CoordinatesEventArgs eventArgs ) : void
NewRound ( object sender, GameEventArgs eventArgs ) : void
OpenChest ( object sender, ChestEventArgs eventArgs ) : void
OpenDoor ( object sender, CoordinatesEventArgs eventArgs ) : void
OverLordIs ( object sender, OverlordIsEventArgs eventArgs ) : void
OverLordPlayCard ( object sender, OverlordCardEventArgs eventArgs ) : void
OverlordTurnInitiation ( ) : void
PickupMarker ( object sender, CoordinatesEventArgs eventArgs ) : void
PlaceHero ( object sender, PlaceHeroEventArgs eventArgs ) : void
PlayerJoined ( object sender, PlayerJoinedEventArgs eventArgs ) : void
PlayersInGame ( object sender, PlayersInGameEventArgs eventArgs ) : void
RemoveFatigue ( object sender, PointsEventArgs eventArgs ) : void
RemoveHealth ( object sender, PointsEventArgs eventArgs ) : void
RemoveMovement ( object sender, PointsEventArgs eventArgs ) : void
RemoveOverlordCard ( object sender, OverlordCardEventArgs eventArgs ) : void
RequestBuyEquipment ( object sender, RequestBuyEquipmentEventArgs eventArgs ) : void
RequestPlacement ( object sender, CoordinatesEventArgs eventArgs ) : void
RequestTurn ( object sender, GameEventArgs eventArgs ) : void
ResetCurrentPlayer ( ) : void
RolledDices ( object sender, RolledDicesEventArgs eventArgs ) : void
SquareMarked ( object sender, CoordinatesEventArgs eventArgs ) : void
StartMonsterTurn ( object sender, CoordinatesEventArgs eventArgs ) : void
StateChanged ( ) : void

Should be called every time the state changes so the GUI can be updated to display stuff for the new state.

SwitchItems ( object sender, SwitchItemsEventArgs eventArgs ) : void
TurnChanged ( object sender, PlayerEventArgs eventArgs ) : void
WasKilled ( object sender, CoordinatesEventArgs eventArgs ) : void

Method Details

StateManager() public method

public StateManager ( GUI gui ) : System
gui GUI
return System