private void item_node(int unit_index, int index, List <CommandUINode> nodes) { Status_Item item = new Status_Item(); TactileLibrary.Item_Data item_data = unit_index == 0 ? actor1.whole_inventory[index] : actor2.whole_inventory[index]; item.set_image(unit_index == 0 ? actor1 : actor2, item_data); var node = new ItemUINode("", item, SPACING - 16); //Debug node.loc = new Vector2(8, 8) + new Vector2(SPACING * unit_index, index * 16); nodes.Add(node); }
internal override void refresh(Game_Unit unit) { _enabled = false; if (ItemFormula != null) { var state = ItemFormula(unit); Item.set_image(unit.actor, state.Item); if (state.Drops) { Item.change_text_color("Green"); } EquippedTag.visible = state.Equipped; _enabled = !state.Item.non_equipment; } }
protected virtual CommandUINode item(string str, int i) { var item_data = items(i); if (!is_valid_item(get_equipment(), i)) { return(null); } var text = new Status_Item(); text.set_image(actor(), item_data); var text_node = new ItemUINode("", text, this.column_width); text_node.loc = item_loc(i); return(text_node); }
internal void refresh_items(List <SupplyItem> supplies, Game_Actor actor) { var items = new List <Status_Item>(); for (int i = 0; i < supplies.Count; i++) { var item = new Status_Item(); item.set_image( actor, supplies[i].get_item()); } if (items.Count == 0) { items.Add(new ConvoyItemNothing()); } SupplyList = supplies; ConvoyItems = items; set_items(null); refresh_face(); }