override public void Refresh() { VisualHero pCurrentChar = CurrentPageChar; pName.text = pCurrentChar.Name; pLevel.text = pCurrentChar.LevelText; pHP.text = pCurrentChar.HPText; pMP.text = pCurrentChar.MPText; pAtk.text = pCurrentChar.AtkText; pAtkBonus.text = pCurrentChar.AtkBonusText; pDef.text = pCurrentChar.DefText; pDefBonus.text = pCurrentChar.DefBonusText; }
public void SelectHero(int iHeroID) { if (m_pHeroesBUS[iHeroID].IsAlive) { if (m_pSelectedHero != null) { m_pSelectedHeroPRES.ToggleSelect(); } m_pSelectedHero = m_pHeroesBUS[iHeroID]; m_pSelectedHeroPRES = m_pHeroesPRES[iHeroID]; m_pHeroesPRES[iHeroID].ToggleSelect(); Enemy.ActiveHero = m_pSelectedHero; } }
private void CreateHero(GameObject pRes, Hero pHero, Weapon.WeaponType eWeaponType = Weapon.WeaponType.Default, Armor.ArmorType eArmorType = Armor.ArmorType.Default) { GameObject pVisualHero = GameObject.Instantiate(pRes) as GameObject; VisualHero pVisualChar = pVisualHero.GetComponent <VisualHero>(); if (pVisualChar != null) { if (eWeaponType != Weapon.WeaponType.Default) { GameObject pWeaponRef = null; switch (eWeaponType) { case Weapon.WeaponType.Sword: pHero.WeaponEquiped = new Sword(pHero); pWeaponRef = Sword.Ref; break; case Weapon.WeaponType.Bow: pHero.WeaponEquiped = new Bow(pHero); pWeaponRef = Bow.Ref; break; case Weapon.WeaponType.Staff: pHero.WeaponEquiped = new Staff(pHero); pWeaponRef = Staff.Ref; break; } if (pWeaponRef != null) { GameObject pWeaponObject = GameObject.Instantiate(pWeaponRef) as GameObject; pWeaponObject.transform.parent = pVisualHero.transform; pWeaponObject.transform.localPosition = pWeaponRef.transform.position; } } if (eArmorType != Armor.ArmorType.Default) { pHero.ArmorEquiped = new Armor(pHero, eArmorType); } pVisualChar.Initialize(pHero); m_pHeroesPRES.Add(pVisualChar); pVisualHero.transform.parent = pCharactersContainer; } }
public override void Refresh() { m_pCurrentPageItemsList = m_pItemsLists[m_iCurrentPage]; m_pCurrentPageIconsList = m_pIconsLists[m_iCurrentPage]; VisualHero pCurrentChar = CurrentPageChar; pName.text = pCurrentChar.Name; List <Item> pCurrentCharInv = pCurrentChar.Inv; ClearInventory(pCurrentCharInv); // Clear items that aren't in inventory anymore for (int i = 0; i < pCurrentCharInv.Count; i++) { if (!(m_pCurrentPageItemsList.Contains(pCurrentCharInv[i]))) { m_pCurrentPageItemsList.Add(pCurrentCharInv[i]); CreateIcon(pCurrentCharInv[i].IconRef); } } DisplayCurrentPage(); }
public void SelectHero(int iHeroID) { if (m_pHeroesBUS[iHeroID].IsAlive) { if (m_pSelectedHero != null) m_pSelectedHeroPRES.ToggleSelect(); m_pSelectedHero = m_pHeroesBUS[iHeroID]; m_pSelectedHeroPRES = m_pHeroesPRES[iHeroID]; m_pHeroesPRES[iHeroID].ToggleSelect(); Enemy.ActiveHero = m_pSelectedHero; } }