// Update is called once per frame void Update() { if (associatedAdventurer != null && !associatedAdventurer.isPromoted) { if (cachedName != associatedAdventurer.fullName) { cachedName = associatedAdventurer.fullName; inquiryLabel.text = strings[0] + cachedName + strings[1]; } if (cachedClass != associatedAdventurer.baseClass) { cachedClass = associatedAdventurer.baseClass; AdventurerClass advC; if (cachedClass == AdventurerClass.Warrior) { advC = AdventurerClass.Mystic; } else { advC = AdventurerClass.Warrior; } reclassButtonLabel.text = strings[2] + Adventurer.GetClassName(advC); } } }
void PopulateDropdownForWarrior() { dd.ClearOptions(); List <Dropdown.OptionData> ddOpts = new List <Dropdown.OptionData>(); List <WarriorPromotes> l = new List <WarriorPromotes>(); for (int i = 1; i > 1 << 31;) // whoops, bit shifting a signed int will do that, lol { if (GameDataManager.Instance.WarriorPromoteUnlocked((WarriorPromotes)i)) { l.Add((WarriorPromotes)i); } i = i << 1; } for (int i = 0; i < l.Count; i++) { if (i >= ddOpts.Count) { advClasses.Add(AdventurerClass.None); } advClasses[i] = Adventurer._warriorPromoteToAdvClass(l[i]); ddOpts.Add(new Dropdown.OptionData(Adventurer.GetClassName(advClasses[i]))); } dd.AddOptions(ddOpts); }
void PopulateDropdownForMystic() { dd.ClearOptions(); List <Dropdown.OptionData> ddOpts = new List <Dropdown.OptionData>(); List <MysticPromotes> l = new List <MysticPromotes>(); for (int i = 1; i > 1 << 31;) { if (GameDataManager.Instance.MysticPromoteUnlocked((MysticPromotes)i)) { l.Add((MysticPromotes)i); } i = i << 1; } for (int i = 0; i < l.Count; i++) { if (i >= ddOpts.Count) { advClasses.Add(AdventurerClass.None); } advClasses[i] = Adventurer._mysticPromoteToAdvClass(l[i]); ddOpts.Add(new Dropdown.OptionData(Adventurer.GetClassName(advClasses[i]))); } dd.AddOptions(ddOpts); }
void _processTranslatedBookPanel(LibraryPopup_BookPanel bp, AdventurerClass advClass) { bp.button.gameObject.SetActive(false); bp.nameLabel.text = Adventurer.GetClassName(advClass) + strings[1]; bp.classDesc.text = _bookFlavorTextForClass(advClass); bp.icon.sprite = translatedIcon; bp.gameObject.name = "translated panel - " + bp.nameLabel.text; }
void SetClassSelection(AdventurerClass _newClass) { setClass = _newClass; string className = Adventurer.GetClassName(setClass); string st2; if (Util.isVowel(className[0])) { st2 = strings[2]; } else { st2 = strings[1]; } promoteText.text = strings[0] + adv.fullName + st2 + className; }