private Window_Command_Item_Preparations GetItemWindow(Vector2 loc, bool facingRight, bool usingItem = false) { var window = new Window_Command_Item_Preparations( UnitWindow.actor_id, loc, facingRight, usingItem); window.stereoscopic = Config.PREPITEM_UNIT_DEPTH; return(window); }
public virtual void refresh_trade() { Item_Window_1 = new Window_Command_Item_Preparations( Trading_Actor_Id, item_window_1_loc(), true); Item_Window_1.darkened = true; Item_Window_1.stereoscopic = Config.PREPITEM_UNIT_DIMMED_DEPTH; Item_Window_2 = new Window_Command_Item_Preparations( UnitWindow.actor_id, item_window_2_loc(), false); Item_Window_2.stereoscopic = Config.PREPITEM_UNIT_DEPTH; }
private void CreateItemWindow(int actorId, Vector2 loc) { var window = new Window_Command_Item_Preparations( actorId, loc, true, true); window.stereoscopic = Config.PREPITEM_UNIT_DEPTH; window.active = true; window.ShowHeader(); Window = window; }
protected virtual void refresh() { // Item Window Item_Window = new Window_Command_Item_Preparations( Unit_Window.actor_id, new Vector2(8, 52), true); Item_Window.face_shown = false; Item_Window.stereoscopic = Config.PREPUNIT_UNIT_INFO_DEPTH; Item_Header = new Pick_Units_Items_Header(Unit_Window.actor_id, Item_Window.width); Item_Header.loc = Item_Window.loc - new Vector2(4, 36); Item_Header.stereoscopic = Config.PREPUNIT_UNIT_INFO_DEPTH; }
public override void refresh() { Funds_Value.text = Global.battalion.gold.ToString(); // Item Windows if (!Trading) { Item_Window_1 = GetItemWindow(item_window_1_loc(), true); if (Unit_Selected && !Trading) { Item_Window_1.ShowHeader(); } Item_Window_2 = null; } else { Item_Window_2 = GetItemWindow(item_window_2_loc(), false); } }