Example #1
0
    private void DisplayAllCharacterInfo(Boolean updateAvatar)
    {
        PLAYER player = FF9StateSystem.Common.FF9.party.member[_currentPartyIndex];

        DisplayPlayer(updateAvatar);
        _parameterHud.SpeedLabel.text    = player.elem.dex.ToString();
        _parameterHud.StrengthLabel.text = player.elem.str.ToString();
        _parameterHud.MagicLabel.text    = player.elem.mgc.ToString();
        _parameterHud.SpiritLabel.text   = player.elem.wpr.ToString();
        _parameterHud.AttackLabel.text   = ff9weap.WeaponData[player.equip[0]].Ref.Power.ToString();
        _parameterHud.DefendLabel.text   = player.defence.PhisicalDefence.ToString();
        _parameterHud.EvadeLabel.text    = player.defence.PhisicalEvade.ToString();
        _parameterHud.MagicDefLabel.text = player.defence.MagicalDefence.ToString();
        _parameterHud.MagicEvaLabel.text = player.defence.MagicalEvade.ToString();

        UInt32 exp = player.level < 99 ? ff9level.CharacterLevelUps[player.level].ExperienceToLevel : player.exp;

        if (FF9StateSystem.EventState.gEventGlobal[16] != 0 && (player.category & 16) == 0)
        {
            _tranceGameObject.SetActive(true);
            _tranceSlider.value = player.trance / 256f;
        }
        else
        {
            _tranceGameObject.SetActive(false);
        }

        _expLabel.text    = player.exp.ToString();
        _nextLvLabel.text = (exp - player.exp).ToString();

        FF9UIDataTool.DisplayItem(player.equip[0], _equipmentHud.Weapon.IconSprite, _equipmentHud.Weapon.NameLabel, true);
        FF9UIDataTool.DisplayItem(player.equip[1], _equipmentHud.Head.IconSprite, _equipmentHud.Head.NameLabel, true);
        FF9UIDataTool.DisplayItem(player.equip[2], _equipmentHud.Wrist.IconSprite, _equipmentHud.Wrist.NameLabel, true);
        FF9UIDataTool.DisplayItem(player.equip[3], _equipmentHud.Body.IconSprite, _equipmentHud.Body.NameLabel, true);
        FF9UIDataTool.DisplayItem(player.equip[4], _equipmentHud.Accessory.IconSprite, _equipmentHud.Accessory.NameLabel, true);

        Byte presetId = FF9StateSystem.Common.FF9.party.member[_currentPartyIndex].info.menu_type;
        Byte command1 = (Byte)CharacterCommands.CommandSets[presetId].Regular1;
        Byte command2 = (Byte)CharacterCommands.CommandSets[presetId].Regular2;

        _attackLabel.text   = FF9TextTool.CommandName(1);
        _ability1Label.text = FF9TextTool.CommandName(command1);
        _ability2Label.text = FF9TextTool.CommandName(command2);
        _itemLabel.text     = FF9TextTool.CommandName(14);

        for (Int32 index = 0; index < _abilityHudList.Count; ++index)
        {
            DrawAbilityInfo(_abilityHudList[index], index);
        }
    }