/// <summary> /// Sets up the pictures of the party slot buttons. /// Use when party characters or party order has been changed. /// </summary> private void RefreshPartySlotImageContent() { // initialize vars for upcoming loop CharacterData charData; string charId; // loop through all party slot images for (int i = 0; i < partySlotButtonImages.Count; i++) { // get character in iterating party slot charData = GameManager.Instance.GetPartyCharacterInPartySlot(i + 1); // if got a character data if (charData != null) { // get ID of character charId = charData.characterInfo.characterId; } // else NO valid character data was returned else { // print warning to console Debug.LogWarning("Returned char data was null!"); // set ID to some default string charId = string.Empty; } // set iterating slot image's picture to char's icon partySlotButtonImages[i].sprite = AssetRefMethods.LoadBundleAssetCharacterIcon(charId); } }
/// <summary> /// Sets up character's portrait image. /// </summary> private void RefreshCharacterPortrait() { // get player char the UI is associated with PlayerCharacterMasterController playerChar = _uiManager.UiPlayerCharacter; // if player char found if (playerChar != null) { // get character data that is responsible for the player's apperance CharacterData visualCharData = playerChar.CharDataSecondary; // if char data found if (visualCharData != null) { // load character icon Sprite charIcon = AssetRefMethods.LoadBundleAssetCharacterIcon( visualCharData.characterInfo.characterId); // if char icon successfully loaded if (charIcon != null) { // turn ON char portrait image charPortrait.gameObject.SetActive(true); // set portrait image to loaded sprite charPortrait.sprite = charIcon; } // else NO char icon found else { // turn OFF char portrait image charPortrait.gameObject.SetActive(false); } } // else NO char data retrieved else { // turn OFF char portrait image charPortrait.gameObject.SetActive(false); } } // else NO player char retrieved else { // turn OFF char portrait image charPortrait.gameObject.SetActive(false); } }