Пример #1
0
 public Window_Command_Item_Supply(int actor_id, Vector2 loc, bool restocking)
 {
     Actor_Id   = actor_id;
     Restocking = restocking;
     //Unit_Id = unit_id;
     active = false;
     initialize(loc, WIDTH, new List <string>());
     Window_Img.set_lines(Global.ActorConfig.NumItems, (int)Size_Offset.Y);
 }
Пример #2
0
        protected override void set_items(List <string> strs)
        {
            Index_Redirect.Clear();

            add_commands(strs);
            Window_Img.set_lines(num_items(), (int)Size_Offset.Y);
            refresh_item_stats();

            //if (actor() != null) //Debug
            //    set_items(actor().items);

            refresh_equipped_tag();
        }
Пример #3
0
        public Window_Command_Support(int actorId, Vector2 loc)
        {
            Rows = LINES;

            ActorId = actorId;
            Header  = new Support_Command_Components(LINES, this.SupportsRemaining);

            List <string> strs = GetNames();

            initialize(loc, WIDTH, strs);
            Bar_Offset = new Vector2(0, 0);
            Window_Img.set_lines(LINES, (int)Size_Offset.Y + 8);
        }
        public WindowCommandSupportViewerActor(int actorId, Vector2 loc)
        {
            Rows = LINES;

            ActorId = actorId;
            Header  = new Support_Command_Components(LINES, this.SupportsRemaining, true);
            Header.color_override = 0;

            List <string> strs = GetNames();

            initialize(loc, 8 + 16, strs);
            Window_Img.color_override = 0;
            Window_Img.set_lines(LINES, (int)Size_Offset.Y + 8);

            int width = WIDTH - 16;

            this.text_offset = new Vector2(width - (this.ColumnCount + 1) * 8, 0);
            set_columns(this.ColumnCount);
            this.size_offset = new Vector2(width - this.text_area_width, Size_Offset.Y);
            Window_Img.set_lines(LINES, (int)Size_Offset.Y + 8);

            initialize_scrollbar();
            if (Scrollbar != null)
            {
                Scrollbar.loc += new Vector2(4, 0);
            }

            // Bar
            Glow            = true;
            this.glow_width = 16;
            this.bar_offset = new Vector2(-4, 0);

            // Cursor
            UICursor.UpdateTargetLoc(ScrollOffset);
            UICursor.move_to_target_loc();
            PlayerCursor        = new Character_Sprite(Global.Content.Load <Texture2D>(@"Graphics/Characters/Cursor"));
            PlayerCursor.offset = new Vector2(4, 0 - 2);

            SetUnits();
        }