public void SetUpButtons() { if (isHijacked) { return; } DrawPotionScreen(); int elementLevel = GS.a.customCharacterLevel ? GS.a.elementLevel : InventoryMaster.s.elementLevel; int selectedElement = GS.a.customCharacterLevel ? GS.a.selectedElement : InventoryMaster.s.selectedElement; if (elementLevel > 0) { //Old charge system /*PowerChargeReq[/*InventoryMaster.s.selectedElement + 1* /17] = elementLevel; * maxPowerCharge = elementLevel; * powerButton.SetUp (GS.a.gfxs.cardSprites[selectedElement + 1 + 7], maxPowerCharge, "Power", selectedElement + 1);*/ //New timed system powerButton.SetUp(GS.a.gfxs.cardSprites[selectedElement + 1 + 7], 1f, "Power", selectedElement + 1); isEquippedPower = true; } else { powerButton.SetUp(noEquipmentSprite, 1, "Not Equipped", 0); isEquippedPower = false; } InventoryMaster.InventoryEquipment myEq = (GS.a.customCharacterLevel ? new InventoryMaster.InventoryEquipment(GS.a.equipment, 1) : InventoryMaster.s.activeEquipment); if (myEq != null) { myEquipment = (Equipment)myEq.item; //Old charge system /*maxEquipmentCharge = AddUpIntArray (myEquipment.chargeReq); * equipmentButton.SetUp (myEquipment.sprite, maxEquipmentCharge, myEquipment.name, myEquipment.effectColor);*/ //New timed system equipmentButton.SetUp(myEquipment.sprite, 1f, myEquipment.name, myEquipment.effectColor); isEquippedEquipment = true; if (PowerUpManager.s.equipmentPUps[(int)myEquipment.myType] is IPassive) { ((IPassive)PowerUpManager.s.equipmentPUps[(int)myEquipment.myType]).Enable(myEquipment.power, myEquipment.effectColor); isEquippedEquipment = false; } } else { isEquippedEquipment = false; equipmentButton.SetUp(noEquipmentSprite, 1, "Not Equipped", 0); } UpdateChargeReqs(); }
public static InventoryMaster.InventoryEquipment[] ConvertToInventory(this SaveData.SaveEquipment[] SavArr) { InventoryMaster.InventoryEquipment[] InvArr = new InventoryMaster.InventoryEquipment[SavArr.Length]; for (int i = 0; i < SavArr.Length; i++) { InvArr[i] = SavArr[i].ConvertToInventory(); } return(InvArr); }