public virtual void set_images(Game_Unit unit) { Atk.text = "--"; Hit.text = "--"; Crt.text = "--"; BattlerStats stats = new BattlerStats(unit.id); int atkSpd = unit.atk_spd(); if (unit.is_on_siege()) { var siege = unit.items[Siege_Engine.SiegeInventoryIndex]; if (siege.is_weapon) { stats = new BattlerStats(unit.id, siege.to_weapon); atkSpd = unit.atk_spd(siege.to_weapon.Max_Range, siege.to_weapon); } } AtkSpd.text = atkSpd.ToString(); if (stats.has_non_staff_weapon) { Atk.text = stats.dmg().ToString(); Hit.text = stats.hit().ToString(); Crt.text = stats.crt().ToString(); } }
public override void set_images(Game_Unit unit) { Game_Actor actor = unit.actor; // Stats switch (actor.power_type()) { case Power_Types.Strength: PowNode.set_label("Str"); break; case Power_Types.Magic: PowNode.set_label("Mag"); break; default: PowNode.set_label("Pow"); break; } SiegeBg.visible = !unit.actor.is_full_items && unit.is_on_siege(); // Refresh UI nodes refresh(unit); }
public void set_images(Game_Unit unit, bool full_inventory, bool drops_item) { Game_Actor actor = unit.actor; Icons.Clear(); if (full_inventory) { Weapon_Name.text = ""; int equipped = -1; // Show siege engine first if possible and inventory has space if (!actor.is_full_items && unit.is_on_siege()) { var siege = unit.items[Siege_Engine.SiegeInventoryIndex]; if (siege.is_weapon) { add_icon(siege, Siege_Engine.SiegeInventoryIndex, actor.num_items, false); } } if (equipped_first() && actor.equipped != 0) { equipped = actor.equipped - 1; add_icon(actor.items[equipped], equipped, actor.num_items, drops_item); } for (int i = 0; i < actor.items.Count; i++) { if (i == equipped) { continue; } add_icon(actor.items[i], i, actor.num_items, drops_item); } } else { if (actor.weapon == null) { Weapon_Name.text = "Unarmed"; } else { Data_Weapon item = actor.weapon; Weapon_Name.text = item.Name; Icons.Add(new Item_Icon_Sprite()); if (Global.content_exists(@"Graphics/Icons/" + item.Image_Name)) { Icons[Icons.Count - 1].texture = Global.Content.Load <Texture2D>(@"Graphics/Icons/" + item.Image_Name); } Icons[Icons.Count - 1].index = item.Image_Index; Icons[Icons.Count - 1].loc = new Vector2(0, 0); Icons[Icons.Count - 1].scissor = scissor(); } } }