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); } }