public Window_Prep_PickUnits_Unit(int total_units, int unit_count, int other_units)
        {
            this.loc = new Vector2((Config.WINDOW_WIDTH - this.Width), 20);

            TalkIcon         = new Icon_Sprite();
            TalkIcon.texture = Global.Content.Load <Texture2D>(@"Graphics/Characters/TalkIcon");
            TalkIcon.loc     = new Vector2(0, -Constants.Map.TILE_SIZE / 4);
            TalkIcon.size    = new Vector2(32, 32);
            TalkIcon.columns = 5;
            TalkIcon.index   = 0;
            TalkIcon.visible = false;

            for (int i = 0; i < UnitNodes.Count(); i++)
            {
                int id = Global.battalion.actors[i];
                if (Global.game_state.CanActorTalk(id))
                {
                    TalkIndices.Add(i);
                }
            }

            Total_Units = total_units;
            Unit_Count  = unit_count;
            Other_Units = other_units;
            refresh_unit_counts();
        }
Exemple #2
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 internal void refresh_map_sprites()
 {
     for (int i = 0; i < UnitNodes.Count(); i++)
     {
         refresh_map_sprite(i);
         refresh_font(i);
     }
 }