internal void refresh(Test_Battle_Character_Data testBattler)
        {
            MapSprite.clear_map_sprite();

            if (testBattler == null)
            {
                MapSprite.set_text("");
                Level.text      = "";
                Identifier.text = "";
                Build.text      = "";
                Mission.text    = "";
                Inventory.set_images((List <Item_Data>)null);
            }
            else
            {
                int team = testBattler.Team;

                MapSprite.set_map_sprite(Game_Actors.get_map_sprite_name(testBattler.class_id, testBattler.gender), team);
                MapSprite.set_text(testBattler.name);
                Level.text      = string.Format("LV{0}", testBattler.level);
                Identifier.text = string.IsNullOrEmpty(testBattler.Identifier) ?
                                  "(no identifier)" : testBattler.Identifier;
                Build.text = testBattler.Generic ? ((Generic_Builds)testBattler.Build).ToString() : "Unique";
                int mission = testBattler.Mission % Game_AI.MISSION_COUNT;
                Mission.text = Game_AI.MISSION_NAMES.ContainsKey(mission) ?
                               Game_AI.MISSION_NAMES[mission] :
                               string.Format("Mission {0}", mission);
                Inventory.set_images(testBattler.items);
            }
        }
        protected override string MapSpriteName(int actorId)
        {
            var actorData = Global.data_actors[actorId];
            var classData = Global.data_classes[actorData.ClassId];

            return(Game_Actors.get_map_sprite_name(classData.Name, actorData.ClassId, actorData.Gender));
        }
Beispiel #3
0
 public void save_data(string chapter_id, string progression_id, PastRankings past_rankings)
 {
     Time           = DateTime.Now;
     Chapter_Id     = chapter_id;
     Progression_Id = progression_id;
     System         = Global.game_system.copy();
     Battalions     = Global.game_battalions;
     Actors         = Global.game_actors;
     Switches       = new Event_Variable_Data <bool>(Config.EVENT_DATA_LENGTH);
     Variables      = new Event_Variable_Data <int>(Config.EVENT_DATA_LENGTH);
     System.get_event_data(Switches, Variables);
     //Event_Processor.get_data(Switches, Variables); //Debug
     Ranking       = new Game_Ranking();
     Past_Rankings = (PastRankings)past_rankings.Clone();
 }