public void UpdateCharacterStatus() { for (int i = 0; i < 4; i++) { if (gameMaster.playerParty[i].charName != "na") { characterPanels[i].panel.gameObject.SetActive(true); characterPanels[i].portrait.sprite = gameMaster.playerParty[i].portrait; characterPanels[i].charName.text = gameMaster.playerParty[i].charName; characterPanels[i].charType.text = "Type: " + gameMaster.playerParty[i].charType + " " + gameMaster.playerParty[i].charSubtype; characterPanels[i].charHp.text = "HP: " + gameMaster.playerParty[i].currentHP.ToString() + "/" + gameMaster.playerParty[i].maxHP.ToString(); characterPanels[i].charMp.text = "MP: " + gameMaster.playerParty[i].currentMP.ToString() + "/" + gameMaster.playerParty[i].maxMP.ToString(); characterPanels[i].charLvl.text = "Lvl: " + gameMaster.playerParty[i].charLevel.ToString(); characterPanels[i].charToNext.text = "To Next: " + (gameMaster.CalculateTotalExpNeeded(gameMaster.playerParty[i].charLevel) - gameMaster.playerParty[i].charExp).ToString(); characterPanels[i].charTotalExp.text = "Total Exp: " + gameMaster.playerParty[i].charExp.ToString(); if (gameMaster.playerParty[i].statusEffects.Count == 0) { characterPanels[i].charStatus.text = "Status: Normal"; } else { string statusString = "Status: "; for (int k = 0; k < gameMaster.playerParty[i].statusEffects.Count; k++) { statusString += gameMaster.playerParty[i].statusEffects[k].effectType; if (k != gameMaster.playerParty[i].statusEffects.Count - 1) { statusString += ", "; } } characterPanels[i].charStatus.text = statusString; } } else { characterPanels[i].panel.gameObject.SetActive(false); } } }