private void update_wbreak() { if (WBreak_Calling) { WBreaking = true; WBreak_Calling = false; } if (WBreaking) { bool cont = false; while (!cont) { switch (WBreak_Action) { case 0: switch (WBreak_Timer) { case 0: case 1: case 2: case 3: case 4: case 5: case 6: case 7: case 8: case 9: case 10: case 11: case 12: case 13: case 14: case 15: case 16: case 17: WBreak_Timer++; break; case 18: Global.game_system.play_se(System_Sounds.Loss); create_wbreak_popup(); WBreak_Action = 1; WBreak_Timer = 0; break; } break; case 1: if (WBreak_Popup == null) { WBreak_Action = 2; } break; case 2: WBreaking = false; WBreak_Action = 0; WBreak_Timer = 0; WBreak_Item = new int[0]; break; } cont = true; } if (WBreak_Popup != null) { WBreak_Popup.update(); if (WBreak_Popup.finished) { WBreak_Popup = null; } } } }
protected virtual void create_wbreak_popup() { WBreak_Popup = new Item_Break_Popup(WBreak_Item[1], WBreak_Item[0] == 1, false); WBreak_Popup.loc = new Vector2(96, 80); }
private void update_wlvl() { if (WLvl_Calling) { WLvling_Up = true; WLvl_Calling = false; } if (WLvling_Up) { bool cont = false; while (!cont) { switch (WLvl_Action) { case 0: switch (WLvl_Timer) { case 0: case 1: case 2: case 3: case 4: case 5: case 6: case 7: case 8: case 9: case 10: case 11: case 12: case 13: case 14: case 15: case 16: case 17: WLvl_Timer++; break; case 18: Global.game_system.play_se(System_Sounds.Gain); int type_index = Global.game_map.units[WLvl_Battler_Id].actor.wlvl_up_type(); var type = Global.weapon_types[type_index]; int rank = Global.game_map.units[WLvl_Battler_Id].actor.get_weapon_level(type); create_wlvl_popup(type_index, rank); WLvl_Action = 1; WLvl_Timer = 0; break; } break; case 1: if (WLvl_Popup == null) { WLvl_Action = 2; } break; case 2: WLvling_Up = false; WLvl_Action = 0; WLvl_Timer = 0; Global.game_map.units[WLvl_Battler_Id].actor.clear_wlvl_up(); WLvl_Battler_Id = -1; break; } cont = true; } if (WLvl_Popup != null) { WLvl_Popup.update(); if (WLvl_Popup.finished) { WLvl_Popup = null; } } } }
protected virtual void create_wlvl_popup(int weapon, int newRank) { WLvl_Popup = new Weapon_Level_Popup(weapon, newRank, false); WLvl_Popup.loc = new Vector2((Config.WINDOW_WIDTH - WLvl_Popup.Width) / 2, 80); }
private void update_skill_gain() { if (is_leveling_up()) { return; } if (SkillGainCalling) { SkillGaining = true; SkillGainCalling = false; } if (SkillGaining) { bool cont = false; while (!cont) { switch (SkillGainAction) { case 0: switch (SkillGainTimer) { case 0: case 1: case 2: case 3: case 4: case 5: case 6: case 7: case 8: case 9: case 10: case 11: case 12: case 13: case 14: case 15: case 16: case 17: SkillGainTimer++; break; case 18: Global.game_system.play_se(System_Sounds.Gain); create_skill_gain_popup(GainedSkills); SkillGainAction = 1; SkillGainTimer = 0; break; } break; case 1: if (SkillGainPopup == null) { SkillGainAction = 2; } break; case 2: SkillGaining = false; SkillGainAction = 0; SkillGainTimer = 0; GainedSkills.Clear(); break; } cont = true; } if (SkillGainPopup != null) { SkillGainPopup.update(); if (SkillGainPopup.finished) { SkillGainPopup = null; } } } }
protected virtual void create_skill_gain_popup(List <int> skill_ids) { SkillGainPopup = new Skill_Gain_Popup(skill_ids, false); SkillGainPopup.loc = new Vector2((Config.WINDOW_WIDTH - SkillGainPopup.Width) / 2, 80); }