protected override void set_face(Game_Actor actor)
 {
     Face = new Face_Sprite(actor.face_name, true);
     if (actor.generic_face)
     {
         Face.recolor_country(actor.name_full);
     }
     Face.expression = Face.status_frame;
     Face.phase_in();
     Face.tint = new Color(128, 128, 128, 128);
     Face.idle = true;
 }
Exemple #2
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 protected virtual void set_face(Game_Actor actor)
 {
     Face = new Face_Sprite(actor.face_name, true);
     if (actor.generic_face)
     {
         Face.recolor_country(actor.name_full);
     }
     Face.convo_placement_offset = true;
     Face.expression             = Face.status_frame;
     Face.phase_in();
     Face.loc = new Vector2(244, Config.WINDOW_HEIGHT - 76);
     Face.loc = new Vector2(60, 4);
 }
        private void initialize_images()
        {
            // Face
            Face1 = new Face_Sprite(actor1.face_name, true);
            if (actor1.generic_face)
            {
                Face1.recolor_country(actor1.name_full);
            }
            Face1.expression = Face1.status_frame;
            Face1.phase_in();
            Face1.loc = new Vector2(loc.X + SPACING / 2,
                                    loc.Y + 12 +
                                    (int)Math.Max(0, (Face1.src_rect.Height - Face1.eyes_offset.Y) - 40) / 2);
            Face1.mirrored = true;
            // Face
            Face2 = new Face_Sprite(actor2.face_name, true);
            if (actor2.generic_face)
            {
                Face2.recolor_country(actor2.name_full);
            }
            Face2.expression = Face2.status_frame;
            Face2.phase_in();
            Face2.loc = new Vector2((int)loc.X + SPACING + SPACING / 2,
                                    loc.Y + 12 +
                                    (int)Math.Max(0, (Face2.src_rect.Height - Face2.eyes_offset.Y) - 40) / 2);

            Grey_Cursor             = new Hand_Cursor();
            Grey_Cursor.visible     = false;
            Grey_Cursor.draw_offset = new Vector2(-12, 0);

            Window1        = new System_Color_Window();
            Window1.width  = SPACING;
            Window1.height = Num * 16 + 16;
            Window1.loc    = loc;
            Window2        = new System_Color_Window();
            Window2.width  = SPACING;
            Window2.height = Num * 16 + 16;
            Window2.loc    = loc + new Vector2(SPACING, 0);
            Equipped_Tag1  = new TextSprite();
            Equipped_Tag1.SetFont(Config.UI_FONT, Global.Content, "White");
            Equipped_Tag1.text = "$";
            Equipped_Tag2      = new TextSprite();
            Equipped_Tag2.SetFont(Config.UI_FONT, Global.Content, "White");
            Equipped_Tag2.text = "$";

            Glowing_Line = new Unit_Line_Cursor(SPACING - 16);
        }
 private void refresh_face()
 {
     if (this.index < SupplyList.Count && !SupplyList[this.index].Convoy)
     {
         Game_Actor actor = Global.game_actors[SupplyList[this.index].ActorId];
         Face = new Face_Sprite(actor.face_name, true);
         if (actor.generic_face)
         {
             Face.recolor_country(actor.name_full);
         }
         Face.expression = Face.status_frame;
         Face.phase_in();
         Face.tint     = new Color(128, 128, 128, 128);
         Face.idle     = true;
         Face.loc      = new Vector2(Width / 2, Rows * 16 + 8 + 2);
         Face.mirrored = false;
     }
     else
     {
         Face = null;
     }
 }
Exemple #5
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        protected override void initialize_sprites()
        {
            base.initialize_sprites();

            // Face
            Face = new Face_Sprite(this.actor.face_name, true);
            if (this.actor.generic_face)
            {
                Face.recolor_country(this.actor.name_full);
            }
            Face.expression = Face.status_frame;
            Face.phase_in();
            Face.loc = this.item_window_loc + new Vector2(144 / 2, 12 +
                                                          (int)Math.Max(0, ((Face.src_rect.Height - Face.eyes_offset.Y) - 48) * 0.75f));
            Face.stereoscopic = Config.PREPTRADE_NAMES_DEPTH;
            Face.mirrored     = true;

            Nameplate              = new Sprite();
            Nameplate.texture      = Global.Content.Load <Texture2D>(@"Graphics/Windowskins/Preparations_Screen");
            Nameplate.loc          = new Vector2(0, 0);
            Nameplate.src_rect     = new Rectangle(0, 40, 56, 24);
            Nameplate.offset       = new Vector2(56, 1);
            Nameplate.tint         = new Color(224, 224, 224, 192);
            Nameplate.mirrored     = true;
            Nameplate.stereoscopic = Config.PREPTRADE_NAMES_DEPTH;
            Name     = new TextSprite();
            Name.loc = Nameplate.loc + new Vector2(24, 0);
            Name.SetFont(Config.UI_FONT, Global.Content, "White");
            Name.text         = this.actor.name;
            Name.offset       = new Vector2(Font_Data.text_width(Name.text) / 2, 0);
            Name.stereoscopic = Config.PREPTRADE_NAMES_DEPTH;

            Owner     = new TextSprite();
            Owner.loc = Stock_Banner.loc + new Vector2(8, 0);
            Owner.SetFont(Config.UI_FONT);
            Owner.SetTextFontColor(0, "White");
            Owner.text         = "Owner: ";
            Owner.stereoscopic = Config.PREPTRADE_NAMES_DEPTH;
        }