protected virtual void refresh_skill(SkillState state) { SkillIcon.visible = true; _enabled = true; SkillIcon.texture = null; if (Global.content_exists(@"Graphics/Icons/" + state.Skill.Image_Name)) { SkillIcon.texture = Global.Content.Load <Texture2D>(@"Graphics/Icons/" + state.Skill.Image_Name); SkillIcon.index = state.Skill.Image_Index; #if DEBUG SkillIcon.tint = Color.White; } else { SkillIcon.texture = Global.Content.Load <Texture2D>(@"Graphics/White_Square"); SkillIcon.tint = Color.Black; SkillIcon.index = 0; #endif } Gauge.charge(state.Charge); Gauge.visible = state.Charge >= 0; }
protected override void refresh_skill(SkillState state) { base.refresh_skill(state); SkillName.visible = true; SkillName.text = state.Skill.Name; }