Ejemplo n.º 1
0
        // Depending on what menu we are in, we update what is currently displayed after we scroll on something
        private void UpdateMenuContext()
        {
            // If we do not have this saved at this point, we will save a reference to these.
            if (playerInventory == null)
            {
                playerInventory = GameManager.Instance.PlayerReference.GetComponent <PlayerInventory>();
            }

            switch (currentState)
            {
            case BattleMenuStates.MAIN:
                // Updates the description box based on the highlighted action
                if (currentMenuIndex == 0)
                {
                    descText.text = "Perform a standard attack on the selected enemy.";
                }
                else if (currentMenuIndex == 1)
                {
                    descText.text = "Perform a special attack on the selected enemy.";
                }
                else
                {
                    descText.text = "Use a battle item to heal oneself or another party member.";
                }
                break;

            case BattleMenuStates.ATTACK_TARGET:
            case BattleMenuStates.SPECIAL_TARGET:
                descText.text = "Select a target.";
                break;

            case BattleMenuStates.ITEM_TARGET:
                descText.text = "Who to use this on?";
                break;

            case BattleMenuStates.SPECIAL:
                descText.text = ((CharacterData)battleController.GetCurrentCharacterInTurnOrder().battleData).demonData.attackList[currentMenuIndex].attackDescription;
                break;

            case BattleMenuStates.ITEM:
                if (playerInventory.GetItemAtIndex(currentMenuIndex) != null)
                {
                    descText.text = playerInventory.GetItemAtIndex(currentMenuIndex).SpecifiedItem.itemDescription;
                }
                else
                {
                    descText.text = "No items available...";
                }
                break;
            }
        }
Ejemplo n.º 2
0
        // Depending on what menu we are in, we update what is currently displayed after we scroll on something
        private void UpdateMenuContext()
        {
            switch (currentState)
            {
            case MenuStates.ITEM:
                // We update the item description
                if (currentSubMenuState == SubMenuStates.HIDDEN)
                {
                    if (currentMenuIndex < playerInventory.GetItemInventorySize())
                    {
                        itemMenuObject.transform.GetChild(2).GetComponentInChildren <TextMeshProUGUI>().text = playerInventory.GetItemAtIndex(currentMenuIndex).SpecifiedItem.itemDescription;
                    }
                }
                else if (currentSubMenuState == SubMenuStates.SUB1)
                {
                    InventoryParty currParty = playerInventory.GetInventoryCharacterAtIndex(currentMenuIndex);
                    itemMenuObject.transform.GetChild(2).GetComponentInChildren <TextMeshProUGUI>().text = "Select a target to use this on.";
                    itemMenuObject.transform.GetChild(3).GetComponentInChildren <TextMeshProUGUI>().text = "HP: " + currParty.CurrentHealthPoints + "/" + currParty.ReturnModdedStat("MaxHP") +
                                                                                                           "\nSP: " + currParty.CurrentSkillPoints + "/" + currParty.ReturnModdedStat("MaxSP");
                }
                break;

            case MenuStates.PARTY:
                // We update the party description
                if (currentMenuIndex < playerInventory.GetPartyInvetorySize())
                {
                    partyMenuObject.transform.GetChild(1).GetComponentInChildren <TextMeshProUGUI>().text = playerInventory.GetInventoryCharacterAtIndex(currentMenuIndex).SpecifiedCharacter.characterName;
                }
                break;

            case MenuStates.GEAR:
                // We update the gear description
                if (currentMenuIndex < playerInventory.GetGearInventorySize())
                {
                    gearMenuObject.transform.GetChild(1).GetComponentInChildren <TextMeshProUGUI>().text = playerInventory.GetGearAtIndex(currentMenuIndex).SpecifiedGear.gearDescription;
                }
                break;

            case MenuStates.LINK:
                // We update the link description
                if (currentMenuIndex < playerInventory.GetLinkInventorySize())
                {
                    linkMenuObject.transform.GetChild(1).GetComponentInChildren <TextMeshProUGUI>().text = playerInventory.GetLinkAtIndex(currentMenuIndex).SpecifiedLink.linkDescription;
                }
                break;
            }
        }