public Window_Command_Item_Supply(int actor_id, Vector2 loc, bool restocking) { Actor_Id = actor_id; Restocking = restocking; //Unit_Id = unit_id; active = false; initialize(loc, WIDTH, new List <string>()); Window_Img.set_lines(Global.ActorConfig.NumItems, (int)Size_Offset.Y); }
protected override void set_items(List <string> strs) { Index_Redirect.Clear(); add_commands(strs); Window_Img.set_lines(num_items(), (int)Size_Offset.Y); refresh_item_stats(); //if (actor() != null) //Debug // set_items(actor().items); refresh_equipped_tag(); }
public Window_Command_Support(int actorId, Vector2 loc) { Rows = LINES; ActorId = actorId; Header = new Support_Command_Components(LINES, this.SupportsRemaining); List <string> strs = GetNames(); initialize(loc, WIDTH, strs); Bar_Offset = new Vector2(0, 0); Window_Img.set_lines(LINES, (int)Size_Offset.Y + 8); }
public WindowCommandSupportViewerActor(int actorId, Vector2 loc) { Rows = LINES; ActorId = actorId; Header = new Support_Command_Components(LINES, this.SupportsRemaining, true); Header.color_override = 0; List <string> strs = GetNames(); initialize(loc, 8 + 16, strs); Window_Img.color_override = 0; Window_Img.set_lines(LINES, (int)Size_Offset.Y + 8); int width = WIDTH - 16; this.text_offset = new Vector2(width - (this.ColumnCount + 1) * 8, 0); set_columns(this.ColumnCount); this.size_offset = new Vector2(width - this.text_area_width, Size_Offset.Y); Window_Img.set_lines(LINES, (int)Size_Offset.Y + 8); initialize_scrollbar(); if (Scrollbar != null) { Scrollbar.loc += new Vector2(4, 0); } // Bar Glow = true; this.glow_width = 16; this.bar_offset = new Vector2(-4, 0); // Cursor UICursor.UpdateTargetLoc(ScrollOffset); UICursor.move_to_target_loc(); PlayerCursor = new Character_Sprite(Global.Content.Load <Texture2D>(@"Graphics/Characters/Cursor")); PlayerCursor.offset = new Vector2(4, 0 - 2); SetUnits(); }