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); } } }