public override void ControlHandle(Key k) { switch (k) { case Key.Up: if (option > 0) { option--; } break; case Key.Down: if (option < 2) { option++; } break; case Key.X: if (MenuState.Party[0] == null && MenuState.Party[1] == null && MenuState.Party[2] == null) { MenuState.Parent.ShowMessage(c => "No party!"); } else { MenuState.ChangeScreen(MenuState.MainScreen); } break; case Key.Circle: MenuState.PhsScreen.ChangeControl(MenuState.PhsList); break; } }
public override void ControlHandle(Key k) { switch (k) { case Key.Circle: if (MenuState.StatusOne.Visible) { MenuState.StatusOne.Visible = false; MenuState.StatusTwo.Visible = true; } else if (MenuState.StatusTwo.Visible) { MenuState.StatusTwo.Visible = false; MenuState.StatusThree.Visible = true; } else { MenuState.StatusThree.Visible = false; MenuState.StatusOne.Visible = true; } break; case Key.X: MenuState.ChangeScreen(MenuState.MainScreen); break; default: break; } }
public override void ControlHandle(Key k) { switch (k) { case Key.Left: if (option > 0) { option--; } break; case Key.Right: if (option < 2) { option++; } break; case Key.X: MenuState.ChangeScreen(MenuState.MainScreen); MenuState.ItemList.Reset(); break; case Key.Circle: switch (option) { case 0: MenuState.ItemScreen.ChangeControl(MenuState.ItemList); break; case 1: MenuState.Party.Inventory.Sort(); break; case 2: break; } break; default: break; } switch (option) { case 0: cx = x1 - xs; break; case 1: cx = x2 - xs; break; case 2: cx = x3 - xs; break; default: break; } }
public override void ControlHandle(Key k) { if (SubMenu != null) { SubMenu.ControlHandle(k); } else { switch (k) { case Key.Up: if (option > 0) { option--; } break; case Key.Down: if (option < _options.Length - 1) { option++; } break; case Key.X: option = 0; MenuState.ChangeScreen(MenuState.MainScreen); break; case Key.Circle: switch (option) { case 0: SubMenu = WindowColorMenu; SubMenu.SetAsControl(); break; case 1: SubMenu = BattleSpeedMenu; SubMenu.SetAsControl(); break; } break; default: break; } } }
public override void ControlHandle(Key k) { switch (k) { case Key.Up: if (Option > 0) { Option--; } else { Option = options - 1; } break; case Key.Down: if (Option < options - 1) { Option++; } else { Option = 0; } break; case Key.Circle: MenuState.SaveScreen.ChangeControl(MenuState.SaveConfirm); break; case Key.X: MenuState.ChangeScreen(MenuState.MainScreen); break; default: break; } }
public override void ControlHandle(Key k) { switch (k) { case Key.Up: if (option > 0) { option--; } MenuState.Party.DecrementSelection(); break; case Key.Down: if (option < 2) { option++; } MenuState.Party.IncrementSelection(); break; case Key.X: MenuState.MainScreen.ChangeControl(MenuState.MainOptions); break; case Key.Circle: switch (MenuState.MainOptions.Selection) { case Options.Option.Magic: // Magic if (MenuState.Party[option] == null) { break; } //MenuState.MainMenu.ChangeScreen(Screen._magicScreen); break; case Options.Option.Materia: // Materia if (MenuState.Party[option] == null) { break; } MenuState.ChangeScreen(MenuState.MateriaScreen); break; case Options.Option.Equip: // Equip if (MenuState.Party[option] == null) { break; } MenuState.ChangeScreen(MenuState.EquipScreen); break; case Options.Option.Status: // Status if (MenuState.Party[option] == null) { break; } MenuState.ChangeScreen(MenuState.StatusScreen); break; case Options.Option.Order: // Order if (option_hold != -1) { if (option_hold == option) { MenuState.Party[option].BackRow = !MenuState.Party[option].BackRow; option_hold = -1; } else { Character temp = MenuState.Party[option]; MenuState.Party[option] = MenuState.Party[option_hold]; MenuState.Party[option_hold] = temp; option_hold = -1; } } else { option_hold = option; } break; case Options.Option.Limit: // Limit if (MenuState.Party[option] == null) { break; } //MenuState.MainMenu.ChangeLayer(Layer._limitLayer); break; default: break; } break; default: break; } }
public override void ControlHandle(Key k) { switch (k) { case Key.Up: if (_option > 0) { _option--; } break; case Key.Down: if (_option < 2) { _option++; } break; case Key.X: if (Changed) { MenuState.ChangeScreen(MenuState.MateriaScreen); } else { MenuState.ChangeScreen(MenuState.MainScreen); } Changed = false; break; case Key.Square: MenuState.ChangeScreen(MenuState.MateriaScreen); break; case Key.Circle: MenuState.EquipScreen.ChangeControl(MenuState.EquipList); break; case Key.Triangle: if (_option == 2) { if (MenuState.Party.Selected.Accessory != null) { MenuState.Party.Inventory.AddToInventory(MenuState.Party.Selected.Accessory); MenuState.Party.Selected.Accessory = null; } } break; default: break; } switch (_option) { case 0: cy = yi; break; case 1: cy = yj; break; case 2: cy = yk; break; default: break; } }
public override void ControlHandle(Key k) { switch (k) { case Key.Up: if ((int)option > 0) { option--; } else { option = Option.Save; } break; case Key.Down: if ((int)option < 9) { option++; } else { option = 0; } break; case Key.Circle: switch (option) { case Option.Item: // Item MenuState.ChangeScreen(MenuState.ItemScreen); break; //case Option.Magic: // Magic case Option.Materia: // Materia case Option.Equip: // Equip case Option.Status: // Status case Option.Order: // Order //case Option.Limit: // Limit MenuState.MainScreen.ChangeControl(MenuState.MainStatus); break; case Option.Config: // Config MenuState.ChangeScreen(MenuState.ConfigScreen); break; case Option.PHS: // PHS MenuState.ChangeScreen(MenuState.PhsScreen); break; case Option.Save: // Save MenuState.ChangeScreen(MenuState.SaveScreen); break; default: break; } break; case Key.Square: MenuState.Seven.BeginBattle(); break; default: break; } }
public override void ControlHandle(Key k) { switch (k) { case Key.Up: if (optionY > 0) { optionY--; } break; case Key.Down: if (optionY < 1) { optionY++; } break; case Key.Left: if (optionX > -1) { optionX--; } break; case Key.Right: if (optionX < 7) { optionX++; } break; case Key.X: MenuState.ChangeScreen(MenuState.MainScreen); break; case Key.Square: MenuState.ChangeScreen(MenuState.EquipScreen); break; case Key.Circle: if (optionX == -1) { switch (optionY) { case 0: // check break; case 1: // arrange MenuState.MateriaScreen.ChangeControl(MenuState.MateriaArrange); break; default: break; } } else { switch (optionY) { case 0: if (optionX < MenuState.Party.Selected.Weapon.Slots.Length) { MenuState.MateriaScreen.ChangeControl(MenuState.MateriaList); } break; case 1: if (optionX < MenuState.Party.Selected.Armor.Slots.Length) { MenuState.MateriaScreen.ChangeControl(MenuState.MateriaList); } break; } } break; case Key.Triangle: if (optionX == -1) { break; } MateriaOrb orb; switch (optionY) { case 0: orb = MenuState.Party.Selected.Weapon.Slots[optionX]; if (orb != null) { MenuState.Party.Selected.Weapon.Slots[optionX] = null; orb.Detach(MenuState.Party.Selected); MenuState.Party.Materiatory.Put(orb); } break; case 1: orb = MenuState.Party.Selected.Armor.Slots[optionX]; if (orb != null) { MenuState.Party.Selected.Armor.Slots[optionX] = null; orb.Detach(MenuState.Party.Selected); MenuState.Party.Materiatory.Put(orb); } break; default: break; } break; default: break; } switch (optionY) { case 0: cy = cy0; break; case 1: cy = cy1; break; default: break; } if (optionX == -1) { cx = x_labels; } else { cx = x_slots + optionX * MateriaSlots.SLOT_SPACING; } }