예제 #1
0
 protected virtual void refresh_loc()
 {
     if (is_help_active)
     {
         Help_Window.set_item(active_item.get_item(), actor);
         update_help_loc();
     }
 }
예제 #2
0
 public void open_help()
 {
     if (SupplyList.Count == 0)
     {
         Global.game_system.play_se(System_Sounds.Buzzer);
     }
     else
     {
         Help_Window = new Window_Help();
         Help_Window.set_screen_bottom_adjustment(-16);
         Help_Window.set_item(active_item.get_item(), actor);
         Help_Window.loc = loc + new Vector2(0, 8 + (index - scroll) * 16);
         if (Help_Stereo_Offset.IsSomething)
         {
             Help_Window.stereoscopic = Help_Stereo_Offset; //Debug
         }
         update_help_loc();
         Global.game_system.play_se(System_Sounds.Help_Open);
     }
 }
예제 #3
0
        protected void move_to(string index)
        {
            if (false) //!Help_Data[page].ContainsKey(index)) //Debug
            {
                reset_help_index();
            }
            else
            {
                Help_Index = index;
            }

            string help_label = StatusNodes[page].ActiveNode.HelpLabel;
            var    regex      = new System.Text.RegularExpressions.Regex(@"\d+$");
            string label      = regex.Replace(help_label, "");

            switch (label)
            {
            case "Name":
                string description = unit.actor.description;
#if !MONOGAME && DEBUG
                if (Global.scene.is_unit_editor)
                {
                    string identifier = "";
                    foreach (KeyValuePair <string, int> ident in Global.game_map.unit_identifiers)
                    {
                        if (ident.Value == unit.id)
                        {
                            identifier = ident.Key;
                            break;
                        }
                    }
                    description = string.Format("{0}\n{1}, {2}", description, unit.id, identifier);
                }
#endif
                Help_Window.set_text(description);
                break;

            case "Class":
                Help_Window.set_text(unit.actor.actor_class.Description);
                break;

            case "Pow":
                switch (unit.actor.power_type())
                {
                case Power_Types.Strength:
                    Help_Window.set_text(Global.system_text["Status Help Str"]);
                    break;

                case Power_Types.Magic:
                    Help_Window.set_text(Global.system_text["Status Help Mag"]);
                    break;

                case Power_Types.Power:
                    Help_Window.set_text(Global.system_text["Status Help Pow"]);
                    break;
                }
                break;

            case "Item":
                Help_Window.set_item(unit.items[Convert.ToInt32(help_label.Substring(4, 1)) - 1], unit.actor);
                break;

            case "Skill":
                Help_Window.set_text(Global.data_skills[unit.actor.skills[
                                                            Convert.ToInt32(help_label.Substring(5, 1)) - 1]].Description.Replace("|", "\n"));
                break;

            case "Item Skill":
                Help_Window.set_text(Global.data_skills[unit.actor.item_skills[
                                                            Convert.ToInt32(help_label.Substring(10, 1)) - 1]].Description.Replace("|", "\n"));
                break;

            case "Status":
                Help_Window.set_text(Global.data_statuses[unit.actor.states[
                                                              Convert.ToInt32(help_label.Substring(6, 1)) - 1]].Description.Replace("|", "\n"));
                break;

            default:
                string text_key = string.Format("Status Help {0}", help_label);
                if (Global.system_text.ContainsKey(text_key))
                {
                    Help_Window.set_text(Global.system_text[text_key]);
                }
                else
                {
                    Help_Window.set_text(help_label);
                }
                break;
            }
            Help_Window.set_loc(StatusNodes[page].ActiveNode.loc);

            //Help_Window.set_loc(Help_Data[page][Help_Index].Loc + Help_Data[page][Help_Index].Offset);
        }