public void create_hud(Combat_Data data) { Combat_HUD = new Map_Combat_HUD(new List <Texture2D> { Global.Content.Load <Texture2D>(@"Graphics/Windowskins/Map_Combat_HUD"), Global.Content.Load <Texture2D>(@"Graphics/Fonts/" + Config.UI_FONT + "_" + "White"), //@Debug Global.Content.Load <Texture2D>(@"Graphics/Fonts/" + Config.COMBAT_DIGITS_FONT) }, //@Debug data); }
protected void initialize(Combat_Data data) { Data = data; initialize_images(); Name1.text = Data.Name1; Name1.offset = new Vector2(Font_Data.text_width(Name1.text) / 2, 0); if (Data.Battler_2_Id != null) { Name2.text = Data.Name2; Name2.offset = new Vector2(Font_Data.text_width(Name2.text) / 2, 0); } }
protected override void apply_combat() { if (Combat_Data.Hp1 > 0 && Combat_Data.Hp2 > 0) { Combat_Data.apply_combat(false, true); if (Retreat) { Global.game_system.Arena_Retreat = true; } else { // should Cancel propagate between rounds? //Yeti Phase = 1; Segment = 0; Timer = 0; Arena_Timer = 30; suspend(); } } else { Combat_Data.apply_combat(); } }
public Window_Battle_HUD(Combat_Data data, bool reverse, int distance) { Data = data; initialize(reverse, distance); }
public Map_Combat_HUD(List <Texture2D> textures, Combat_Data data) { this.textures = textures; initialize(data); }