public void WorldmapChapterChanged(Data_Chapter chapter) { // Update lord map sprite location Lord_Sprite.loc = chapter.World_Map_Loc; Lord_Sprite.texture = Scene_Map.get_team_map_sprite( Constants.Team.PLAYER_TEAM, Global.game_actors[chapter.World_Map_Lord_Id].map_sprite_name); if (Lord_Sprite.texture != null) { Lord_Sprite.offset = new Vector2( (Lord_Sprite.texture.Width / Lord_Sprite.frame_count) / 2, (Lord_Sprite.texture.Height / Lord_Sprite.facing_count) - 8); } SetTargetLoc(chapter.World_Map_Loc - Constants.WorldMap.WORLDMAP_MAP_SPRITE_OFFSET); }
public Texture2D get_team_map_sprite(int team, string name) { return(Scene_Map.get_team_map_sprite(team, name)); }
protected void set_images() { Game_Actor actor = unit.actor; // Face set_face(unit); // Map Sprite Map_Sprite.texture = Scene_Map.get_team_map_sprite(unit.team, unit.map_sprite_name); if (Map_Sprite.texture != null) { Map_Sprite.offset = new Vector2( (Map_Sprite.texture.Width / Map_Sprite.frame_count) / 2, (Map_Sprite.texture.Height / Map_Sprite.facing_count) - 8); } Map_Sprite.mirrored = unit.has_flipped_map_sprite; // Lives //Debug Blocked_Help_Indices.Remove("Lives"); if (Global.game_system.Style != Mode_Styles.Casual || !unit.lives_visible) { Blocked_Help_Indices.Add("Lives"); } // Rescue_Icon Rescue_Icon.visible = unit.is_rescued; if (unit.is_rescued) { Rescue_Icon.src_rect = new Rectangle( (Global.game_map.units[unit.rescued].team - 1) * (Rescue_Icon.texture.Width / Constants.Team.NUM_TEAMS), 0, Rescue_Icon.texture.Width / Constants.Team.NUM_TEAMS, Rescue_Icon.texture.Height); } // Pages foreach (Status_Page status_page in Pages) { status_page.set_images(unit); } // Refresh UI nodes foreach (StatusUINode node in TopPanelNodes) { node.refresh(unit); } // Get page UI nodes StatusNodes = new List <UINodeSet <StatusUINode> >(); StatusCursors = new List <UICursor <StatusUINode> >(); for (int i = 0; i < Pages.Count; i++) { var page_nodes = Pages[i].node_union(TopPanelNodes); StatusNodes.Add(new UINodeSet <StatusUINode>(page_nodes)); var cursor = new UICursor <StatusUINode>(StatusNodes.Last()); cursor.draw_offset = new Vector2(-14, 0); cursor.hide_when_using_mouse(false); StatusCursors.Add(cursor); } }