Beispiel #1
0
 public void PresentNewMoveUI(DeltemonClass playerDelt)
 {
     for (int i = 0; i < 4; i++)
     {
         MoveClass tmp    = playerDelt.moveset[i];
         Transform button = NewMoveUI.transform.GetChild(i);
         button.GetComponent <Image>().color           = tmp.majorType.background;
         button.GetChild(0).GetComponent <Text>().text = (tmp.moveName + System.Environment.NewLine + "PP: " + tmp.PP);
     }
     NewMoveUI.SetActive(true);
 }
Beispiel #2
0
        // REFACTOR_TODO: Is this necessary?
        // New move button press starts coroutine
        //public void NewMoveButton(bool isLearn)
        //{
        //    StartCoroutine(NewMoveButtonCoroutine(isLearn));
        //}


        // User clicks Learn New Move or Don't Learn
        public void NewMoveButtonPress(bool isLearn, System.Action OnFinish)
        {
            // REFACTOR_TODO: Make references
            Text          cancelText = NewMoveUI.transform.GetChild(5).GetChild(0).GetComponent <Text>();
            Text          learnText  = NewMoveUI.transform.GetChild(4).GetChild(0).GetComponent <Text>();
            DeltemonClass delt       = State.PlayerState.DeltInBattle;

            // Presses the cancel button
            if (!isLearn)
            {
                // Player affirms not learning new move
                if (cancelText.text == "Sure?")
                {
                    BattleManager.AddToBattleQueue(string.Format("{0} didn't learn the move {1}!", delt.nickname, delt.moveset[4].moveName));

                    // Remove tmp 5th new move
                    delt.moveset.RemoveAt(4);
                    NewMoveUI.SetActive(false);
                    UIManager.Inst.PosseUI.CloseMoveOverviews();
                    OnFinish();
                }
                // Cancel button must be pressed again to confirm
                else
                {
                    cancelText.text = "Sure?";
                    learnText.text  = "Switch" + System.Environment.NewLine + "Moves";
                }
            }
            // Presses learn new move button without selecting an old move first
            else if (!UIManager.Inst.PosseUI.MoveTwoOverview.gameObject.activeInHierarchy)
            {
                BattleManager.AddToBattleQueue("You must select a move to switch out first!");
            }
            // User tries to forget a move
            else
            {
                // Player affirms learning new move
                if (learnText.text == "Sure?")
                {
                    // Save index of move being forgotten
                    int forgetMoveIndex = UIManager.Inst.secondMoveLoaded;

                    // Set move overviews and new move ui to inactive
                    NewMoveUI.SetActive(false);
                    UIManager.Inst.PosseUI.CloseMoveOverviews();

                    BattleManager.AddToBattleQueue(string.Format("{0} forgot the move {1}!", delt.nickname, delt.moveset[forgetMoveIndex].moveName));

                    // Instantiate and learn new move
                    MoveClass newMove = Instantiate(delt.moveset[4], delt.transform);
                    delt.moveset[forgetMoveIndex] = newMove;

                    // Remove 5th move
                    delt.moveset.RemoveAt(4);

                    BattleManager.AddToBattleQueue(string.Format("{0} learned the move {1}!", delt.nickname, newMove.moveName));

                    OnFinish();
                }
                // Cancel button must be pressed again to confirm
                else
                {
                    learnText.text  = "Sure?";
                    cancelText.text = "Don't" + System.Environment.NewLine + "Learn";
                }
            }
        }