protected void set_animation_mode(int id1, int id2, bool fighting, Combat_Data data) { bool scene_battle = is_scene_battle(id1, id2, fighting, data); // If not using map battle mode, ensure battlers actually have sprites for scene battle mode if (scene_battle) { foreach (int id in new int[] { id1, id2 }) { if (!Units.ContainsKey(id)) { scene_battle = false; break; } Game_Unit unit = Units[id]; var battlerData = new BattlerSpriteData(unit); if (!battlerData.AnimData(Global.game_state.dance_active && id == id1).ValidAnim) { scene_battle = false; break; } } } Global.game_system.Battle_Mode = scene_battle ? Constants.Animation_Modes.Full : Constants.Animation_Modes.Map; }
private void RefreshBattler() { ChangingSprite = false; Name.visible = true; NameBg.visible = true; int promotionClassId = this.PromotionChoice; var battlerData = new BattlerSpriteData(this.Unit, promotionClassId); Battler = new Battler_Sprite(battlerData, true, 1); Battler.loc = new Vector2(BATTLER_X, 176); Battler.offset.Y = 120; Battler.visible = true; Battler.initialize_animation(); Battler.reset_pose(); Battler.start_battle(); Battler.stereoscopic = Config.BATTLE_BATTLERS_DEPTH; }