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game.progress.component.ts
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// import { Component, OnInit } from '@angular/core';
// import { Router } from '@angular/router-deprecated';
// import { Armory, ArmorCombination, GameProgressArmorGroup} from './armory';
// import { ArmorService } from './armory.service';
// @Component({
// selector: 'my-game.progress',
// templateUrl: 'app/game.progress.component.html',
// styleUrls: ['app/game.progress.component.css'],
// directives: []
// })
// export class GameProgressComponent implements OnInit{
// Armory: IGameProgressComponentContext;
// constructor(
// private _router: Router,
// private _armorService: ArmorService) {
// }
// ngOnInit() {
// this._armorService.getArmorData()
// .then( (data: Armory)=>
// {
// this.Armory = data as IGameProgressComponentContext;
// });
// }
// gotoOptimizer() {
// let link = ['Optimizer'];
// this._router.navigate(link);
// }
// gotoArmorSelections() {
// let link = ['ArmorSelections'];
// this._router.navigate(link);
// }
// onCharacterChange(NewClass: GameProgressArmorGroup) {
// this.Armory.EnableArmorGroup(NewClass);
// NewClass.Enabled = true;
// //Need to cancle the previous one so long as it doesnt conflict with bonfires
// if(this.Armory.PreviousCharacter != null) {
// this.Armory.TryToCancelArmorGroup(this.Armory.PreviousCharacter, this.Armory.GameProgressConditions);
// this.Armory.PreviousCharacter.Enabled = false;
// }
// //console.log(this.Armory.SelectedCharacter.ProgressCondition);
// this.Armory.PreviousCharacter = this.Armory.SelectedCharacter;
// this.Armory.SelectedCharacter = NewClass;
// }
// onChangeTest() {
// console.log(this.Armory.SelectedCharacter.ProgressCondition);
// }
// onChangeBonfire(BonfireChanged: GameProgressArmorGroup) {
// if(BonfireChanged.Enabled) {
// this.Armory.EnableArmorGroup(BonfireChanged);
// }
// else {
// this.Armory.TryToCancelArmorGroup(BonfireChanged, this.Armory.StartingCharacter);
// }
// }
// DisableAllBonfires(){
// for(var i = 0; i < this.Armory.GameProgressConditions.length; i++){
// this.Armory.TryToCancelArmorGroup(this.Armory.GameProgressConditions[i], this.Armory.StartingCharacter);
// this.Armory.GameProgressConditions[i].Enabled = false;
// }
// }
// EnableAllBonfires() {
// for(var i = 0; i < this.Armory.GameProgressConditions.length; i++){
// this.Armory.EnableArmorGroup(this.Armory.GameProgressConditions[i]);
// this.Armory.GameProgressConditions[i].Enabled = true;
// }
// }
// }
// export interface IGameProgressComponentContext {
// StartingCharacter: GameProgressArmorGroup[];
// GameProgressConditions: GameProgressArmorGroup[];
// SelectedCharacter: GameProgressArmorGroup;
// PreviousCharacter: GameProgressArmorGroup;
// EnableArmorGroup(Group: GameProgressArmorGroup): void;
// TryToCancelArmorGroup(Group: GameProgressArmorGroup, PossibleConflictGroups: GameProgressArmorGroup[]): void;
// }