void OnEnable()
    {
        Special current = Party.GetPlayer().GetSpecial();

        gameObject.GetComponentInChildren <Text>().text = current.GetName();
        special = current;
        if (Party.GetSP() < current.GetCost() || Party.GetPlayer().status.asleep > 0 || Party.GetPlayer().status.stunned > 0)
        {
            gameObject.GetComponent <Button>().interactable = false;
        }
        else
        {
            gameObject.GetComponent <Button>().interactable = true;
        }
    }
예제 #2
0
    public void SpecialSelects()
    {
        Special special = useItemMenu.GetComponent <PartyMenu>().currentSpecial;

        Party.UseSP(special.GetCost());
        TimedMethod[] moves = special.UseSelects(useItemMenu.GetComponent <PartyMenu>().ConfirmCharacter());
        foreach (TimedMethod m in moves)
        {
            methodQueue.Enqueue(m);
        }
        methodQueue.Enqueue(new TimedMethod(2, "EndTurn"));
        useItemMenu.GetComponent <PartyMenu>().currentSpecial = null;
        useItemMenu.SetActive(false);
        largeMenuHides.SetActive(true);
    }
    void OnEnable()
    {
        Special current = Party.GetPlayer().GetSpecial();

        label.text = current.GetName();
        special    = current;
        if (Party.GetSP() < current.GetCost() || Party.GetPlayer().status.asleep > 0 || Party.GetPlayer().status.stunned > 0)
        {
            button.interactable = false;
        }
        else
        {
            button.interactable = true;
        }
    }
예제 #4
0
 public void SupportSpecial(Special special, int index)
 {
     if (special.selects)
     {
         useItemMenu.SetActive(true);
         specialMenu.SetActive(false);
         largeMenuHides.SetActive(false);
         useItemMenu.GetComponent <PartyMenu>().currentSpecial = special;
         usingSpecial = true;
     }
     else
     {
         TimedMethod[] specialMethods = special.UseSupport(index);
         foreach (TimedMethod m in specialMethods)
         {
             methodQueue.Enqueue(m);
         }
         menu.SetActive(false);
         methodQueue.Enqueue(new TimedMethod(2, "EndTurn"));
         Party.UseSP(special.GetCost());
         specialMenu.SetActive(false);
     }
 }
    public void SpecialSelects()
    {
        Special special = useItemMenu.GetComponent <PartyMenu>().currentSpecial;

        Party.UseSP(special.GetCost());
        TimedMethod[] moves = special.UseSelects(useItemMenu.GetComponent <PartyMenu>().ConfirmCharacter());
        //foreach (TimedMethod m in moves) {
        //methodQueue.Enqueue(m);
        //}
        //methodQueue.Enqueue(new TimedMethod(2, "EndTurn"));
        useItemMenu.GetComponent <PartyMenu>().currentSpecial = null;
        useItemMenu.SetActive(false);
        nextMenu.SetActive(true);
        if (isEvent)
        {
            eventSpace.SetActive(true);
        }
        else
        {
            dungeonMaps.SetActive(true);
        }
        //largeMenuHides.SetActive(true);
    }
 void OnEnable()
 {
     if (Party.members[index] != null)
     {
         Special current = Party.members[index].GetSupportSpecial();
         gameObject.GetComponentInChildren <Text>().text = current.GetName();
         special = current;
         if (Party.GetSP() < current.GetCost() || !Party.members[index].GetAlive() || Party.members[index].status.stunned > 0 ||
             Party.members[index].status.asleep > 0 || Party.members[index].status.possessed > 0)
         {
             gameObject.GetComponent <Button>().interactable = false;
         }
         else
         {
             gameObject.GetComponent <Button>().interactable = true;
         }
     }
     else
     {
         gameObject.GetComponent <Button>().interactable = false;
         gameObject.GetComponentInChildren <Text>().text = "Slot empty";
     }
 }
 void OnEnable()
 {
     if (Party.members[index] != null)
     {
         Special current = Party.members[index].GetSupportSpecial();
         label.text = current.GetName();
         special    = current;
         if (Party.GetSP() < current.GetCost() || !Party.members[index].GetAlive() || Party.members[index].status.stunned > 0 ||
             Party.members[index].status.asleep > 0 || Party.members[index].status.possessed > 0)
         {
             button.interactable = false;
         }
         else
         {
             button.interactable = true;
         }
     }
     else
     {
         button.interactable = false;
         label.text          = "Slot empty";
     }
 }