public override void set_images(Game_Unit unit) { Game_Actor actor = unit.actor; // Stats switch (actor.power_type()) { case Power_Types.Strength: PowNode.set_label("Str"); break; case Power_Types.Magic: PowNode.set_label("Mag"); break; default: PowNode.set_label("Pow"); break; } SiegeBg.visible = !unit.actor.is_full_items && unit.is_on_siege(); // Refresh UI nodes refresh(unit); }
public void set_images(Game_Unit unit) { Game_Actor actor = unit.actor; // Stats switch (actor.power_type()) { case Power_Types.Strength: PowNode.set_label("Str"); break; case Power_Types.Magic: PowNode.set_label("Mag"); break; default: PowNode.set_label("Pow"); break; } // Refresh UI nodes foreach (StatusUINode node in Stats) { node.refresh(unit); } }