void OnEnable() { Special current = Party.GetPlayer().GetSpecial(); gameObject.GetComponentInChildren <Text>().text = current.GetName(); special = current; if (Party.GetSP() < current.GetCost() || Party.GetPlayer().status.asleep > 0 || Party.GetPlayer().status.stunned > 0) { gameObject.GetComponent <Button>().interactable = false; } else { gameObject.GetComponent <Button>().interactable = true; } }
void OnEnable() { Special current = Party.GetPlayer().GetSpecial(); label.text = current.GetName(); special = current; if (Party.GetSP() < current.GetCost() || Party.GetPlayer().status.asleep > 0 || Party.GetPlayer().status.stunned > 0) { button.interactable = false; } else { button.interactable = true; } }
public string StatusText() { if (alive) { return(name + "(" + quirk.GetName() + " " + type + ") - HP: " + health.ToString() + "/" + maxHP.ToString() + " SP: " + Party.GetSP() + "\nStrength: " + strength.ToString() + " Power: " + power.ToString() + " Charge: " + charge.ToString() + " Defense: " + defense.ToString() + " Guard: " + guard.ToString() + "\nAccuracy: " + accuracy.ToString() + " Evasion: " + evasion.ToString() + " Dexterity: " + dexterity.ToString() + "\nPrimary Special: " + special.GetName() + " - " + special.ToString() + "\nSupport Special: " + special2.GetName() + " - " + special2.ToString() + "\nPassive: " + passive.GetName() + " - " + passive.GetDescription() + "\nTrait: " + quirk.GetName() + " - " + quirk.GetDescription() + "\n" + "On basic attack: " + attackEffect + "\n" + status.DescriptorText()); } else { return(quirk.GetName() + " " + name + ". This character is at 0 hp "); } }
void OnEnable() { if (Party.members[index] != null) { Special current = Party.members[index].GetSupportSpecial(); gameObject.GetComponentInChildren <Text>().text = current.GetName(); special = current; if (Party.GetSP() < current.GetCost() || !Party.members[index].GetAlive() || Party.members[index].status.stunned > 0 || Party.members[index].status.asleep > 0 || Party.members[index].status.possessed > 0) { gameObject.GetComponent <Button>().interactable = false; } else { gameObject.GetComponent <Button>().interactable = true; } } else { gameObject.GetComponent <Button>().interactable = false; gameObject.GetComponentInChildren <Text>().text = "Slot empty"; } }
void OnEnable() { if (Party.members[index] != null) { Special current = Party.members[index].GetSupportSpecial(); label.text = current.GetName(); special = current; if (Party.GetSP() < current.GetCost() || !Party.members[index].GetAlive() || Party.members[index].status.stunned > 0 || Party.members[index].status.asleep > 0 || Party.members[index].status.possessed > 0) { button.interactable = false; } else { button.interactable = true; } } else { button.interactable = false; label.text = "Slot empty"; } }