public void ShowSkillMenu() { targetMenu.SetActive(false); skillMenu.SetActive(true); baseMenu.SetActive(false); currentMenu = MenuState.Skills; for (int i = 0; i < skillMenu.transform.childCount - 1; i++) { if (i >= actor.skills.Count) { targetMenu.transform.GetChild(i).gameObject.SetActive(false); } else { targetMenu.transform.GetChild(i).gameObject.SetActive(true); Action a = actor.skills[i]; ActionButton button = targetMenu.transform.GetChild(i).GetComponent <ActionButton>(); button.GetComponentInChildren <Text>().text = a.name; button.SetAction(a); } } }
/// <summary> /// Update the actions shown on the buttons and their visibility. /// </summary> private void RefreshButtons() { // Populate buttons with actor's actions for (int i = 0; i < actionButtons.Length; i++) { ActionButton button = actionButtons[i]; // Enable / Disable button bool enabled = i < ActionCount; button.gameObject.SetActive(enabled); if (enabled) { // Set the button's associated action. BattleAction action = ActionManager.Instance.SelectedActor.Actions[i]; button.SetAction(action); } } }