コード例 #1
0
ファイル: StatusUI.cs プロジェクト: ArtReeX/memoria
    private void DrawAbilityInfo(AbilityItemHUD abilityHud, Int32 index)
    {
        PLAYER  player = FF9StateSystem.Common.FF9.party.member[_currentPartyIndex];
        Boolean flag   = ff9abil.FF9Abil_HasAp(new Character(player));

        if (flag && player.pa[index] == 0)
        {
            abilityHud.Self.SetActive(false);
            return;
        }

        Int32 index1 = ff9abil._FF9Abil_PaData[player.info.menu_type][index].Id;

        //int num1 = ff9abil._FF9Abil_PaData[player.info.menu_type][index].max_ap;
        if (index1 == 0)
        {
            abilityHud.Self.SetActive(false);
        }
        else
        {
            //int num2 = player.pa[index];
            String  str1;
            String  str2;
            Boolean isShowText;
            if (index1 < 192)
            {
                AA_DATA aaData = FF9StateSystem.Battle.FF9Battle.aa_data[index1];
                str1       = FF9TextTool.ActionAbilityName(index1);
                str2       = "ability_stone";
                isShowText = (aaData.Type & 2) == 0;
            }
            else
            {
                //SA_DATA saData = ff9abil._FF9Abil_SaData[index1 - 192];
                str1       = FF9TextTool.SupportAbilityName(index1 - 192);
                str2       = !ff9abil.FF9Abil_IsEnableSA(player.sa, index1) ? "skill_stone_off" : "skill_stone_on";
                isShowText = true;
            }
            abilityHud.Self.SetActive(true);
            abilityHud.IconSprite.spriteName = str2;
            abilityHud.NameLabel.text        = str1;

            if (flag)
            {
                FF9UIDataTool.DisplayAPBar(player, index1, isShowText, abilityHud.APBar);
            }
            else
            {
                FF9UIDataTool.DisplayAPBar(player, index1, isShowText, abilityHud.APBar);
            }
        }
    }