internal void refresh(Test_Battle_Character_Data testBattler) { MapSprite.clear_map_sprite(); if (testBattler == null) { MapSprite.set_text(""); Level.text = ""; Identifier.text = ""; Build.text = ""; Mission.text = ""; Inventory.set_images((List <Item_Data>)null); } else { int team = testBattler.Team; MapSprite.set_map_sprite(Game_Actors.get_map_sprite_name(testBattler.class_id, testBattler.gender), team); MapSprite.set_text(testBattler.name); Level.text = string.Format("LV{0}", testBattler.level); Identifier.text = string.IsNullOrEmpty(testBattler.Identifier) ? "(no identifier)" : testBattler.Identifier; Build.text = testBattler.Generic ? ((Generic_Builds)testBattler.Build).ToString() : "Unique"; int mission = testBattler.Mission % Game_AI.MISSION_COUNT; Mission.text = Game_AI.MISSION_NAMES.ContainsKey(mission) ? Game_AI.MISSION_NAMES[mission] : string.Format("Mission {0}", mission); Inventory.set_images(testBattler.items); } }
protected override string MapSpriteName(int actorId) { var actorData = Global.data_actors[actorId]; var classData = Global.data_classes[actorData.ClassId]; return(Game_Actors.get_map_sprite_name(classData.Name, actorData.ClassId, actorData.Gender)); }
public void save_data(string chapter_id, string progression_id, PastRankings past_rankings) { Time = DateTime.Now; Chapter_Id = chapter_id; Progression_Id = progression_id; System = Global.game_system.copy(); Battalions = Global.game_battalions; Actors = Global.game_actors; Switches = new Event_Variable_Data <bool>(Config.EVENT_DATA_LENGTH); Variables = new Event_Variable_Data <int>(Config.EVENT_DATA_LENGTH); System.get_event_data(Switches, Variables); //Event_Processor.get_data(Switches, Variables); //Debug Ranking = new Game_Ranking(); Past_Rankings = (PastRankings)past_rankings.Clone(); }