예제 #1
0
 public void CreateRepairPopup(int inventoryTarget)
 {
     // Maybe make a sparkle on the use count for the repaired item, and update its value??? //Yeti
     Stats_Popup = new Item_Repair_Popup(
         this.Actor.items[inventoryTarget].Id,
         this.Actor.items[inventoryTarget].is_item,
         128);
     Stats_Popup.loc          = new Vector2((Config.WINDOW_WIDTH - 80) - Stats_Popup.width / 2, Config.WINDOW_HEIGHT - 56);
     Stats_Popup.stereoscopic = Config.PREPITEM_WINDOW_DEPTH;
 }
예제 #2
0
        private void CreateStatsWindow(bool createPopup = false, Data_Item item = null)
        {
            // Create a unit for the stats window
            Global.game_map.add_actor_unit(Constants.Team.PLAYER_TEAM, Config.OFF_MAP, ActorId, "");

            Stats_Window     = new Prep_Stats_Window(Global.game_map.last_added_unit);
            Stats_Window.loc = new Vector2(Config.WINDOW_WIDTH - 160, Config.WINDOW_HEIGHT - 136);

            if (createPopup)
            {
                Stats_Popup = new Stat_Boost_Popup(
                    item.Id, !item.is_weapon, Global.game_map.last_added_unit, -1, true);
                Stats_Popup.loc = new Vector2(
                    (Config.WINDOW_WIDTH - 80) - Stats_Popup.width / 2,
                    Config.WINDOW_HEIGHT - 56);
                Stats_Popup.stereoscopic = Config.PREPITEM_WINDOW_DEPTH;
            }

            Global.game_map.completely_remove_unit(Global.game_map.last_added_unit.id);
        }
예제 #3
0
        private void FinishUsingItem()
        {
            Stats_Popup = null;
            this.Actor.use_item((Window as Window_Command_Item).redirect());

            if (this.Actor.has_items)
            {
                int index = Window.index;
                CreateItemWindow(ActorId, Window.loc);
                CreateStatsWindow();

                Window.immediate_index = index;

                UsingItem = false;
                Activate();
            }
            else
            {
                OnCanceled(new EventArgs());
            }
        }