Esempio n. 1
0
    public void ButtonWork(int num)
    {
        switch (num)
        {
        case (0):     //attack
            targetView = true;
            playerChoice.gameObject.SetActive(false);
            BattleStateMachine.usedSkill    = GameInformation.PlayerSkills[0];
            BattleStateMachine.currentState = BattleStateMachine.BattleStates.addStatusEffects;
            break;

        case (1):     //defend
            targetView = true;
            playerChoice.gameObject.SetActive(false);
            BattleStateMachine.usedSkill    = GameInformation.PlayerSkills[1];
            BattleStateMachine.currentState = BattleStateMachine.BattleStates.addStatusEffects;
            break;

        case (2):     //skills
            attack.gameObject.SetActive(false);
            defend.gameObject.SetActive(false);
            skills.gameObject.SetActive(false);
            items.gameObject.SetActive(false);
            if (!BattleInfomation.Scriptable)
            {
                escape.gameObject.SetActive(false);
            }
            untarget.gameObject.SetActive(false);
            skillItem.gameObject.SetActive(true);
            //Debug.Log("before loop: " + GameInformation.PlayerSkills.Count);
            for (int i = 0; i < toggle.Length; i++)
            {
                //Debug.Log("i: " + i + " i+2: " + (i + 2));
                if (GameInformation.PlayerSkills.Count <= (i + 2))
                {
                    break;
                }
                else if (GameInformation.PlayerSkills[i + 2].SkillID > 0)
                {
                    toggle[i].gameObject.SetActive(true);
                    skillToUse[i] = GameInformation.PlayerSkills[i + 2];
                    label[i].text = skillToUse[i].SkillName;
                }
            }
            break;

        case (3):     //items
            attack.gameObject.SetActive(false);
            defend.gameObject.SetActive(false);
            skills.gameObject.SetActive(false);
            items.gameObject.SetActive(false);
            if (!BattleInfomation.Scriptable)
            {
                escape.gameObject.SetActive(false);
            }
            untarget.gameObject.SetActive(false);
            skillItem.gameObject.SetActive(true);
            for (int i = 0; i < toggle.Length; i++)
            {
                int j = 0;
                //Debug.Log("i: " + i + " i+2: " + (i + 2));
                if (GameInformation.items.Length <= j)
                {
                    break;
                }
                else if (GameInformation.items[j] > 0)
                {
                    BaseInvoItems useItem = new BaseInvoItems();
                    useItem = RPGItemDatabase.FetchItemByID(GameInformation.items[j]);
                    if (useItem.InventoryBattle)
                    {
                        j++;
                        //need to make a skill data base
                        skillToUse[j] = skillToUse[j];
                        toggle[j].gameObject.SetActive(true);
                    }
                    else
                    {
                    }

                    skillToUse[i] = GameInformation.PlayerSkills[i + 2];
                    label[i].text = skillToUse[i].SkillName;
                }
            }
            break;

        case (4):     //escape
            attack.gameObject.SetActive(false);
            defend.gameObject.SetActive(false);
            skills.gameObject.SetActive(false);
            items.gameObject.SetActive(false);
            if (!BattleInfomation.Scriptable)
            {
                escape.gameObject.SetActive(false);
            }
            untarget.gameObject.SetActive(false);
            EscapePanel.gameObject.SetActive(true);
            break;

        case (5):     //untarget
            targetView = false;
            playerChoice.gameObject.SetActive(false);
            break;

        case (6):     //use
            targetView = true;
            skillItem.gameObject.SetActive(false);
            toggle.Initialize();
            use.gameObject.SetActive(false);
            BattleStateMachine.currentState = BattleStateMachine.BattleStates.addStatusEffects;
            break;

        case (7):     //back
            attack.gameObject.SetActive(true);
            defend.gameObject.SetActive(true);
            skills.gameObject.SetActive(true);
            items.gameObject.SetActive(true);
            if (!BattleInfomation.Scriptable)
            {
                escape.gameObject.SetActive(true);
            }
            untarget.gameObject.SetActive(true);
            skillItem.gameObject.SetActive(false);
            break;

        case (8):     //Escape yes

            break;

        case (9):     //Escape no
            attack.gameObject.SetActive(true);
            defend.gameObject.SetActive(true);
            skills.gameObject.SetActive(true);
            items.gameObject.SetActive(true);
            if (!BattleInfomation.Scriptable)
            {
                escape.gameObject.SetActive(true);
            }
            untarget.gameObject.SetActive(true);
            EscapePanel.gameObject.SetActive(false);
            break;

        default:
            break;
        }
    }