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; }
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; } }
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; }