public override bool Inputs_OKAY() { base.Inputs_OKAY(); switch ((Items)CURSOR_SELECT) { case Items.Junction: case Items.Magic: case Items.Status: IGM.SetMode(Mode.ChooseChar); return(true); case Items.Item: Module_main_menu_debug.State = Module_main_menu_debug.MainMenuStates.IGM_Items; IGM_Items.Refresh(); return(true); case Items.Battle: BattleMenus.CameFrom(); //Module_main_menu_debug.State = Module_main_menu_debug.MainMenuStates.BattleMenu; Memory.module = MODULE.BATTLE_DEBUG; BattleMenus.Refresh(); FadeIn(); return(true); } return(false); }
public override bool Inputs_OKAY() { bool ret = false; if (All) { ret = Item.Use(Faces.ID.Blank); } else if (!BLANKS[CURSOR_SELECT]) { ret = Item.Use(Contents[CURSOR_SELECT]); } if (ret) { base.Inputs_OKAY(); Fill(); IGM_Items.Refresh(true); return(true); } return(false); }
public override bool Inputs_CANCEL() { base.Inputs_CANCEL(); IGM_Items.SetMode(Mode.SelectItem); return(true); }
private void Inputs_Okay_UseItem() => IGM_Items.SetMode(Mode.SelectItem);