Esempio n. 1
0
        /// <summary>
        /// Gets the nice name for a KeyCode
        /// </summary>
        /// <remarks>
        /// <para>Prefers, in order: a name from the CFG_KEYNAMES string list, the defined name for the value, the KeyCode number as a string</para>
        /// </remarks>
        public static string GetNameForKeyCode(KeyCode key)
        {
            string keyNumberString = ((int)key).ToString();

            if (Sub.Exists(keyNumberString, "CFG_KEYNAME"))
            {
                return(Sub.Replace(keyNumberString, "CFG_KEYNAME"));
            }

            return(Enum.GetName(typeof(KeyCode), key) ?? keyNumberString);
        }
 public override void OnAllModulesLoaded()
 {
     if (AutosetWindowTitle)
     {
         try
         {
             SetWindowTitle((LookupWindowTitle && Sub.Exists("WindowTitle", "IGUI")) ? Sub.Replace("WindowTitle", "IGUI") : DefaultWindowTitle);
         }
         catch
         {
         }
     }
 }
Esempio n. 3
0
        public void OnSkillSelected(int i, Button b)
        {
            //Debug.Log(Enum.GetName(typeof(SkillType), i));

            //set selected index, paint detail, enable buttons if valid
            var skillName = Enum.GetName(typeof(SkillType), i);

            SelectedSkill = i;
            DetailPanel.SetActive(true);
            DetailTitle.text           = Sub.Replace(skillName, SubList);
            DetailDescription.text     = Sub.Exists(skillName, DescriptionList) ? Sub.Replace(skillName, DescriptionList) : string.Empty;
            DetailLevel.text           = string.Format("{0}->{1}", NewStats.Skills[(SkillType)i], NewStats.Skills[(SkillType)i] + RpgValues.SkillGainForPoints(1));
            LevelUpButton.interactable = (PotentialPoints > 0);
        }