示例#1
0
        public override void Load()
        {
            ListPresentUnit = PlayerRoster.TeamUnits.GetPresent();

            sprMapMenuBackground = Content.Load <Texture2D>("Status Screen/Background Black");

            sprBarLargeBackground = Content.Load <Texture2D>("Battle/Bars/Large Bar");
            sprBarLargeEN         = Content.Load <Texture2D>("Battle/Bars/Large Energy");
            sprBarLargeHP         = Content.Load <Texture2D>("Battle/Bars/Large Health");

            sprLand  = Content.Load <Texture2D>("Status Screen/Ground");
            sprSea   = Content.Load <Texture2D>("Status Screen/Sea");
            sprSky   = Content.Load <Texture2D>("Status Screen/Sky");
            sprSpace = Content.Load <Texture2D>("Status Screen/Space");

            sndConfirm   = new FMODSound(FMODSystem, "Content/SFX/Confirm.mp3");
            sndDeny      = new FMODSound(FMODSystem, "Content/SFX/Deny.mp3");
            sndSelection = new FMODSound(FMODSystem, "Content/SFX/Selection.mp3");
            sndCancel    = new FMODSound(FMODSystem, "Content/SFX/Cancel.mp3");

            fntFinlanderFont = Content.Load <SpriteFont>("Fonts/Finlander Font");

            ListUnit = new List <UnitMultiForm>();
            for (int U = 0; U < ListPresentUnit.Count; ++U)
            {
                var ActiveUnit = ListPresentUnit[U] as UnitMultiForm;
                if (ActiveUnit != null)
                {
                    ListUnit.Add(ActiveUnit);
                }
            }

            UnitSelectionMenu = new DrawableMenu(DrawMenuUnit, ListUnit.Count, 5);
        }
示例#2
0
        public override void Load()
        {
            ListPresentUnit = PlayerRoster.TeamUnits.GetPresent();

            UnitSelectionMenu = new DrawableMenu(DrawMenuItem, ListPresentUnit.Count, 5);

            sprMapMenuBackground = Content.Load <Texture2D>("Status Screen/Background Black");

            sprBarLargeBackground = Content.Load <Texture2D>("Battle/Bars/Large Bar");
            sprBarLargeEN         = Content.Load <Texture2D>("Battle/Bars/Large Energy");
            sprBarLargeHP         = Content.Load <Texture2D>("Battle/Bars/Large Health");

            sprLand  = Content.Load <Texture2D>("Status Screen/Ground");
            sprSea   = Content.Load <Texture2D>("Status Screen/Sea");
            sprSky   = Content.Load <Texture2D>("Status Screen/Sky");
            sprSpace = Content.Load <Texture2D>("Status Screen/Space");

            sndConfirm   = new FMODSound(FMODSystem, "Content/SFX/Confirm.mp3");
            sndDeny      = new FMODSound(FMODSystem, "Content/SFX/Deny.mp3");
            sndSelection = new FMODSound(FMODSystem, "Content/SFX/Selection.mp3");
            sndCancel    = new FMODSound(FMODSystem, "Content/SFX/Cancel.mp3");

            fntFinlanderFont = Content.Load <SpriteFont>("Fonts/Finlander Font");
            StatusMenu       = new StatusMenuScreen(null);
            StatusMenu.Load();
        }
示例#3
0
        public override void Update(GameTime gameTime)
        {
            switch (Stage)
            {
            case 0:
                if (InputHelper.InputCancelPressed())
                {
                    RemoveScreen(this);
                }
                else if (InputHelper.InputConfirmPressed() && ListPresentUnit.Count > 0)
                {
                    Stage = 1;
                    EquipmentSelectionMenu = new DrawableMenu(DrawMenuEquipment, SelectedUnit.ArrayUnitStat.Length, 5);
                    ListTerrainChoices.AddRange(SelectedUnit.ListTerrainChoices);
                    GoToPartChange();
                }
                else
                {
                    UnitSelectionMenu.Update(gameTime);
                }
                break;

            case 1:
                if (InputHelper.InputConfirmPressed())
                {
                    GoToPartChange();
                    Stage = 0;
                }
                else
                {
                    EquipmentSelectionMenu.Update(gameTime);
                }

                if (InputHelper.InputUpPressed())
                {
                    SelectedUnit.ChangeUnit(EquipmentSelectionMenu.SelectedItemIndex);
                    UpdatePartsEffects();
                }
                else if (InputHelper.InputDownPressed())
                {
                    SelectedUnit.ChangeUnit(EquipmentSelectionMenu.SelectedItemIndex);
                    UpdatePartsEffects();
                }
                break;
            }
        }