private void DrawTerrainChange(CustomSpriteBatch g, string Terrain, Texture2D Sprite, int X, int Y) { g.Draw(Sprite, new Vector2(X, Y), Color.White); g.DrawString(fntFinlanderFont, DicTerrainLetterAttribute[Terrain].ToString(), new Vector2(X + 25, Y + 4), Color.White); g.Draw(Sprite, new Vector2(X, Y + 46), Color.White); g.DrawString(fntFinlanderFont, SelectedUnit.TerrainLetterAttribute(Terrain).ToString(), new Vector2(X + 25, Y + 50), Color.White); }
private void GoToPartChange() { CurrentMaxHP = SelectedUnit.MaxHP; CurrentMaxEN = SelectedUnit.MaxEN; CurrentMaxArmor = SelectedUnit.Armor; CurrentMaxMobility = SelectedUnit.Mobility; CurrentMaxMV = SelectedUnit.MaxMovement; SelectedUnit.ListTerrainChoices.Clear(); SelectedUnit.ListTerrainChoices.AddRange(ListTerrainChoices); DicTerrainLetterAttribute.Clear(); DicTerrainLetterAttribute.Add("Air", SelectedUnit.TerrainLetterAttribute("Air")); DicTerrainLetterAttribute.Add("Land", SelectedUnit.TerrainLetterAttribute("Land")); DicTerrainLetterAttribute.Add("Sea", SelectedUnit.TerrainLetterAttribute("Sea")); DicTerrainLetterAttribute.Add("Space", SelectedUnit.TerrainLetterAttribute("Space")); Stage = 0; }