HitChance displayed, Stats Rearranged
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@@ -33,7 +33,7 @@ namespace DepthsBelow
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public Camera Camera;
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public Interface Interface;
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public static MouseInput MouseInput;
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public/* static*/ MouseInput MouseInput;
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public static KeyboardInput KeyboardInput;
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public List<Soldier> Squad;
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public DynamicGroupManager GroupManager;
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@@ -30,6 +30,8 @@ namespace DepthsBelow
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private bool checkingDirection;
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private Vector2 directionStart;
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GUI.Text hitChance;
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public Interface(Core core)
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{
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this.core = core;
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@@ -259,6 +261,10 @@ namespace DepthsBelow
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}
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};
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hitChance = new Text(UIParent);
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hitChance.SetFont("Arial");
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hitChance.Value = "";
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var button = new GUI.Button(UIParent);
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button.SetTexture("images/Enter");
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button.X = 200;
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@@ -575,6 +581,36 @@ namespace DepthsBelow
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}
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}
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bool onSomething = false;
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foreach (var unit in core.Squad)
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{
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if (unit.Selected == true && unit.Fired == false)
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{
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foreach (var enemy in core.Swarm)
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{
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if (core.MouseInput.gridRectangle.Intersects(enemy.GetComponent<Component.Collision>().Rectangle))
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{
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onSomething = true;
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hitChance.Visible = true;
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int chanceToHit = Utility.CalculateHitChance(unit.GetComponent<Component.Stat>(), unit.GetComponent<Component.Transform>().World.Position, enemy);
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hitChance.Value = chanceToHit.ToString() + "%";
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hitChance.X = ms.X - 15;
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hitChance.Y = ms.Y - 15;
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break;
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}
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}
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if (onSomething == true)
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{
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break;
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}
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}
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}
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if (onSomething == false)
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{
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hitChance.Visible = false;
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}
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UpdateUnitFrames();
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}
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}
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@@ -17,7 +17,7 @@ namespace DepthsBelow
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MouseState lastMouseState;
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Rectangle selectionRectangle;
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Texture2D selectionTexture;
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Rectangle gridRectangle;
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public Rectangle gridRectangle;
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Texture2D gridTexture;
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Vector2 directionStart;
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@@ -53,9 +53,9 @@ namespace DepthsBelow
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var stat = new Component.Stat(this)
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{
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Life = 2,
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Defence = 2,
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Strength = 5000,
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Life = 50,
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Defence = 25,
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Strength = 26,
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GetAim = 100,
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GetDodge = 50
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};
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