protected virtual Texture2D background(Game_Unit battler) { const string background_format = @"Graphics/Battlebacks/{0}-BG"; // Checks if the map has a forced background for this tile string terrain_name = Global.game_map.forced_battleback(battler.loc); if (!string.IsNullOrEmpty(terrain_name)) { if (Global.content_exists(string.Format(background_format, terrain_name))) { return(battle_content.Load <Texture2D>(string.Format(background_format, terrain_name))); } } // Else loads based on terrain type int tag = battler.terrain_id(); Texture2D result; // Check for background terrain_name = Global.data_terrains[tag].BackgroundName; result = terrain_texture(background_format, terrain_name); if (result != null) { return(result); } return(battle_content.Load <Texture2D>(string.Format(background_format, "Plains"))); }
protected void create_platforms() { bool right_battler_is_battler_1 = Reverse; Platform = new Battle_Platform(Distance > 1); var battler1 = Battler_1; var battler2 = Battler_2; // Skills: Swoop if (battler2 != null && battler1.swoop_activated) { // Use the opponent's platform for swooping attackers battler1 = battler2; } Game_Unit right_battler = battler1, left_battler = battler1; if (battler2 != null) { right_battler = Reverse ? battler1 : battler2; left_battler = !Reverse ? battler1 : battler2; } int rightPlatformTerrain = right_battler.terrain_id(); Platform.platform_2 = platform(rightPlatformTerrain, Distance); Platform.loc_2 = (right_battler_is_battler_1 ? Battler_1_Loc : Battler_2_Loc) + new Vector2(Distance == 1 ? -24 : -37, 94); int leftPlatformTerrain = left_battler.terrain_id(); Platform.platform_1 = platform(leftPlatformTerrain, Distance); Platform.loc_1 = Platform.loc_2 + new Vector2(Distance == 1 ? -87 : -(154 + (Distance == 2 ? 0 : 270)), 0); }