Elin Decompiled Documentation EA 23.153 Nightly
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WindowChara Class Reference
Inheritance diagram for WindowChara:
WindowController

Public Member Functions

void SetChara (Chara c)
 
override void OnSwitchContent (Window window)
 
void SetPortraitBG (int a)
 
void SetPortraitFrame (int a)
 
void ToggleFeatMode ()
 
void RefreshFeatMode ()
 
void Refresh ()
 
void RefreshStatic ()
 
void RefreshStatus ()
 
void AddNeeds (Stats st)
 
void AddStatus (BaseStats st)
 
void RefreshProfile ()
 
void RefreshEquipment (UIList list, bool sort=true)
 
void RefreshInfo ()
 
void OnClickPortrait ()
 
void RefreshSkill (int idTab)
 
virtual void OnSwitchContent (Window window)
 

Static Public Member Functions

static void RefreshNote (Chara chara, UINote n, bool shortMode=false)
 

Public Attributes

Chara chara
 
Portrait portrait
 
UIText textMood
 
UIText textHealth
 
UIText textName
 
UIText textAlias
 
UIText textTitle
 
UIText textBio
 
UIText textBio2
 
UIText textBio3
 
UIText textBirthday
 
UIText textFaction
 
UIText textFaith
 
UIText textHome
 
UIText textMom
 
UIText textDad
 
UIText textBirthplace
 
UIText textLike
 
UIText textHobby
 
UIText textKarma
 
UIText textSAN
 
UIText textFame
 
UIText textMoney
 
UIText textTax
 
UIText textTerritory
 
UIText textIncome
 
UIText textAssets
 
UIText textDeposit
 
UIText textDeepest
 
UIText textCurrentZone
 
UIText textHomeZone
 
UIList listAttaribute
 
UIList listEquipment
 
UIList listEquipment2
 
UINote note
 
PUIExampleRPGStats graph
 
UIText textStability
 
UIText textLaw
 
UIText textAffection
 
UIText textDominance
 
UIText textExtroversion
 
UIText textFavArmor
 
UIText textDV
 
UIText textStyle
 
LayoutGroup layoutNeeds
 
LayoutGroup layoutStatus
 
GridLayoutGroup gridEquip
 
UIScrollView scrollSkill
 
ButtonElement buttonMana
 
ButtonElement buttonLife
 
ButtonElement buttonVigor
 
ButtonElement buttonSpeed
 
UIItem moldStats
 
UIItem moldNeeds
 
UIHeader moldHeader
 
UIHeader moldHeader2
 
UIHeader headerEquip
 
UIList moldListSkill
 
UIList moldListResist
 
UIList moldListFeat
 
UIList moldListFeatPurchase
 
Transform contentList
 
RectTransform rectEquip
 
UIButton buttonFeatMode
 
UIButton buttonFeatOption
 
Image imageView
 
Sprite mask
 
Sprite maskResist
 
Material matItem
 
Color colorUnequipped
 
Vector2 equipPos
 
bool featMode
 
float barColor1
 
float barColor2
 
- Public Attributes inherited from WindowController
Window window
 

Static Public Attributes

static WindowChara Instance
 

Properties

Biography bio [get]
 

Private Member Functions

void Update ()
 
void OnApplicationFocus (bool focus)
 

Private Attributes

UIHeader _header
 

Detailed Description

Definition at line 8 of file WindowChara.cs.

Member Function Documentation

◆ AddNeeds()

void WindowChara.AddNeeds ( Stats  st)
inline

Definition at line 315 of file WindowChara.cs.

316 {
318 uIItem.text1.SetText(st.source.GetName());
319 if (st.GetText().IsEmpty())
320 {
321 uIItem.text2.SetActive(enable: false);
322 }
323 else
324 {
325 st.SetText(uIItem.text2);
326 }
327 UIBar componentInChildren = uIItem.GetComponentInChildren<UIBar>();
328 componentInChildren.Refresh(st.value, st.max);
329 componentInChildren.image.color = st.GetColor().Multiply(barColor1, barColor2);
330 }
virtual void SetText(UIText t, SkinColorProfile cols=null)
Definition: BaseStats.cs:62
SourceStat.Row source
Definition: BaseStats.cs:15
override string GetText()
Definition: Stats.cs:94
override Color GetColor(Gradient g)
Definition: Stats.cs:104
virtual int value
Definition: Stats.cs:56
virtual int max
Definition: Stats.cs:68
Definition: UIBar.cs:5
void Refresh(float current, float max)
Definition: UIBar.cs:12
Definition: UIItem.cs:5
UIText text2
Definition: UIItem.cs:8
UIText text1
Definition: UIItem.cs:6
void SetText(string s)
Definition: UIText.cs:159
Definition: Util.cs:10
static Transform Instantiate(string path, Component parent=null)
Definition: Util.cs:67
UIItem moldNeeds
Definition: WindowChara.cs:118
float barColor1
Definition: WindowChara.cs:156
LayoutGroup layoutNeeds
Definition: WindowChara.cs:100
float barColor2
Definition: WindowChara.cs:158

References barColor1, barColor2, Stats.GetColor(), Stats.GetText(), layoutNeeds, Stats.max, moldNeeds, UIBar.Refresh(), UIText.SetText(), BaseStats.SetText(), BaseStats.source, UIItem.text1, UIItem.text2, Util, and Stats.value.

◆ AddStatus()

void WindowChara.AddStatus ( BaseStats  st)
inline

Definition at line 332 of file WindowChara.cs.

333 {
334 string text = st?.GetText() ?? "noItem".lang();
335 if (text.IsEmpty())
336 {
337 return;
338 }
340 if (st == null)
341 {
342 uIItem.text1.SetText(text, FontColor.Passive);
343 uIItem.button1.interactable = false;
344 }
345 else if (text.IsEmpty())
346 {
347 uIItem.text1.SetText(st.source.GetName());
348 }
349 else
350 {
351 st.SetText(uIItem.text1);
352 uIItem.image1.sprite = st.GetSprite();
353 uIItem.image1.SetNativeSize();
354 }
355 if (st != null)
356 {
357 uIItem.button1.SetTooltip(delegate(UITooltip t)
358 {
359 st.WriteNote(t.note);
360 });
361 }
362 }
FontColor
Definition: FontColor.cs:2
virtual Sprite GetSprite()
Definition: BaseStats.cs:57
virtual void WriteNote(UINote n, Action< UINote > onWriteNote=null)
Definition: BaseStats.cs:93
virtual string GetText()
Definition: BaseStats.cs:42
void SetTooltip(Action< UITooltip > onShowTooltip=null, bool enable=true)
Definition: UIButton.cs:361
UIButton button1
Definition: UIItem.cs:18
Image image1
Definition: UIItem.cs:14
UINote note
Definition: UITooltip.cs:21
LayoutGroup layoutStatus
Definition: WindowChara.cs:102
UIItem moldStats
Definition: WindowChara.cs:116

References UIItem.button1, BaseStats.GetSprite(), BaseStats.GetText(), UIItem.image1, layoutStatus, moldStats, UITooltip.note, UIText.SetText(), BaseStats.SetText(), UIButton.SetTooltip(), BaseStats.source, UIItem.text1, Util, and BaseStats.WriteNote().

Referenced by RefreshStatus().

◆ OnApplicationFocus()

void WindowChara.OnApplicationFocus ( bool  focus)
inlineprivate

Definition at line 847 of file WindowChara.cs.

848 {
849 if (focus && window.idTab == 5)
850 {
852 }
853 }
Chara chara
Definition: WindowChara.cs:12
static void RefreshNote(Chara chara, UINote n, bool shortMode=false)
Definition: WindowChara.cs:855
UINote note
Definition: WindowChara.cs:80
int idTab
Definition: Window.cs:694

◆ OnClickPortrait()

void WindowChara.OnClickPortrait ( )
inline

Definition at line 490 of file WindowChara.cs.

491 {
492 if (chara.IsPC)
493 {
494 EClass.ui.AddLayer<LayerEditPCC>().Activate(chara, UIPCC.Mode.Body, null, delegate
495 {
497 });
498 }
499 else
500 {
501 SE.Beep();
502 }
503 }
override bool IsPC
Definition: Chara.cs:608
Definition: EClass.cs:5
static UI ui
Definition: EClass.cs:16
void SetChara(Chara c, PCCData pccData=null)
Definition: Portrait.cs:138
Portrait portrait
Definition: WindowChara.cs:14

References chara, Chara.IsPC, portrait, Portrait.SetChara(), and EClass.ui.

◆ OnSwitchContent()

override void WindowChara.OnSwitchContent ( Window  window)
inlinevirtual

Reimplemented from WindowController.

Definition at line 185 of file WindowChara.cs.

186 {
187 if (chara != null)
188 {
190 int idTab = window.idTab;
191 if (idTab == 0)
192 {
193 RefreshInfo();
195 }
196 else
197 {
198 RefreshSkill(idTab);
199 }
200 bool flag = idTab == 3 || idTab == 4;
201 scrollSkill.horizontal = flag;
202 scrollSkill.content.anchoredPosition = new Vector2(0f, 0f);
203 imageView.sprite = (flag ? maskResist : mask);
204 if (flag)
205 {
207 }
208 listEquipment2.transform.parent.SetActive(flag);
209 buttonFeatMode.SetActive(idTab == 2 && chara.IsPC);
210 buttonFeatOption.SetActive(idTab == 2 && chara.IsPC && featMode);
211 }
212 }
UIList parent
Definition: UIList.cs:261
Sprite maskResist
Definition: WindowChara.cs:146
void RefreshProfile()
Definition: WindowChara.cs:364
Sprite mask
Definition: WindowChara.cs:144
UIButton buttonFeatOption
Definition: WindowChara.cs:140
UIList listEquipment2
Definition: WindowChara.cs:78
void RefreshStatic()
Definition: WindowChara.cs:263
void RefreshEquipment(UIList list, bool sort=true)
Definition: WindowChara.cs:397
void RefreshSkill(int idTab)
Definition: WindowChara.cs:505
void RefreshInfo()
Definition: WindowChara.cs:478
UIButton buttonFeatMode
Definition: WindowChara.cs:138

References buttonFeatMode, buttonFeatOption, chara, featMode, Window.idTab, Chara.IsPC, listEquipment2, mask, maskResist, UIList.parent, RefreshEquipment(), RefreshInfo(), RefreshProfile(), RefreshSkill(), RefreshStatic(), and WindowController.window.

Referenced by Refresh(), and SetChara().

◆ Refresh()

void WindowChara.Refresh ( )
inline

Definition at line 258 of file WindowChara.cs.

259 {
261 }
override void OnSwitchContent(Window window)
Definition: WindowChara.cs:185

References OnSwitchContent(), and WindowController.window.

Referenced by LayerChara.Refresh().

◆ RefreshEquipment()

void WindowChara.RefreshEquipment ( UIList  list,
bool  sort = true 
)
inline

Definition at line 397 of file WindowChara.cs.

398 {
399 string text = chara.GetFavWeaponSkill()?.Name ?? Element.Get(100).GetText();
400 text = text + "/" + (chara.GetFavArmorSkill()?.Name ?? Element.Get(120).GetText());
401 textFavArmor.SetText(text);
402 list.Clear();
403 list.callbacks = new UIList.Callback<BodySlot, UIItem>
404 {
405 onClick = delegate
406 {
407 },
408 onInstantiate = delegate(BodySlot a, UIItem b)
409 {
410 if (a.elementId == 0)
411 {
412 b.button1.interactable = false;
413 }
414 else
415 {
416 Thing thing = (Thing)(b.refObj = a.thing);
417 if (thing != null)
418 {
419 b.button1.icon.material = matItem;
420 thing.SetImage(b.button1.icon);
421 }
422 else
423 {
424 b.button1.icon.material = null;
425 b.button1.icon.sprite = SpriteSheet.Get("Media/Graphics/Icon/Element/", "eq_" + a.element.alias);
426 b.button1.icon.color = colorUnequipped;
427 b.button1.icon.SetNativeSize();
428 }
429 b.button1.SetTooltip(delegate(UITooltip tt)
430 {
431 if (a.thing != null)
432 {
433 a.thing.WriteNote(tt.note);
434 }
435 else
436 {
437 tt.note.Clear();
438 tt.note.AddHeader(a.name);
439 tt.note.AddText("noEQ".lang());
440 if (a.elementId == 35)
441 {
443 }
444 }
445 tt.note.Build();
446 });
447 }
448 },
449 onSort = (BodySlot a, UIList.SortMode m) => (a.element.id != 0) ? chara.body.GetSortVal(a) : (-99999)
450 };
451 foreach (BodySlot slot in chara.body.slots)
452 {
453 if (slot.elementId != 44)
454 {
455 list.Add(slot);
456 }
457 }
458 if (list.items.Count < 12)
459 {
460 int num = 12 - list.items.Count;
461 for (int i = 0; i < num; i++)
462 {
463 list.Add(new BodySlot());
464 }
465 }
466 if (list.items.Count > 18)
467 {
468 gridEquip.cellSize = new Vector2(52f, 44f);
469 gridEquip.spacing = new Vector2(-6f, -12f);
470 }
471 if (sort)
472 {
473 list.Sort();
474 }
475 list.Refresh();
476 }
string name
Definition: BodySlot.cs:14
int elementId
Definition: BodySlot.cs:6
Thing thing
Definition: BodySlot.cs:8
SourceElement.Row element
Definition: BodySlot.cs:16
void SetImage(Image image, int dir, int idSkin=0)
Definition: Card.cs:5727
List< BodySlot > slots
Definition: CharaBody.cs:8
int GetSortVal(BodySlot slot)
Definition: CharaBody.cs:476
CharaBody body
Definition: Chara.cs:94
Element GetFavWeaponSkill()
Definition: Chara.cs:4378
Element GetFavArmorSkill()
Definition: Chara.cs:4383
static SourceElement.Row Get(int id)
Definition: ELEMENT.cs:399
virtual string Name
Definition: ELEMENT.cs:302
static Sprite Get(string id)
Definition: SpriteSheet.cs:28
Definition: Thing.cs:8
override void WriteNote(UINote n, Action< UINote > onWriteNote=null, IInspect.NoteMode mode=IInspect.NoteMode.Default, Recipe recipe=null)
Definition: Thing.cs:841
static void AddAttackEvaluation(UINote n, Chara chara, Thing current=null)
Definition: Thing.cs:1390
Image icon
Definition: UIButton.cs:110
object refObj
Definition: UIItem.cs:30
Definition: UIList.cs:9
List< object > items
Definition: UIList.cs:241
override void Clear()
Definition: UIList.cs:349
SortMode
Definition: UIList.cs:27
override void Add(object item)
Definition: UIList.cs:302
virtual void Refresh(bool highlightLast=false)
Definition: UIList.cs:424
void Sort()
Definition: UIList.cs:697
void Clear()
Definition: UINote.cs:35
UIItem AddHeader(string text, Sprite sprite=null)
Definition: UINote.cs:79
UIItem AddText(string text, FontColor color=FontColor.DontChange)
Definition: UINote.cs:113
void Build()
Definition: UINote.cs:49
UIText textFavArmor
Definition: WindowChara.cs:94
Color colorUnequipped
Definition: WindowChara.cs:150
Material matItem
Definition: WindowChara.cs:148

References Thing.AddAttackEvaluation(), UINote.AddHeader(), UINote.AddText(), Chara.body, UINote.Build(), UIItem.button1, chara, UIList.Clear(), UINote.Clear(), colorUnequipped, BodySlot.element, BodySlot.elementId, Element.Get(), SpriteSheet.Get(), Chara.GetFavArmorSkill(), Chara.GetFavWeaponSkill(), CharaBody.GetSortVal(), UIButton.icon, matItem, BodySlot.name, Element.Name, UITooltip.note, UIItem.refObj, Card.SetImage(), UIText.SetText(), UIButton.SetTooltip(), CharaBody.slots, textFavArmor, BodySlot.thing, and Thing.WriteNote().

Referenced by OnSwitchContent(), and RefreshProfile().

◆ RefreshFeatMode()

void WindowChara.RefreshFeatMode ( )
inline

Definition at line 250 of file WindowChara.cs.

251 {
252 buttonFeatMode.mainText.text = "featMode".lang(EClass.pc.feat.ToString() ?? "");
253 ColorBlock colors = buttonFeatMode.colors;
254 colors.normalColor = colors.normalColor.SetAlpha(featMode ? 1 : 0);
255 buttonFeatMode.colors = colors;
256 }
int feat
Definition: Card.cs:358
static Chara pc
Definition: EClass.cs:14

References buttonFeatMode, Card.feat, featMode, and EClass.pc.

◆ RefreshInfo()

void WindowChara.RefreshInfo ( )
inline

Definition at line 478 of file WindowChara.cs.

479 {
480 textBirthday.text = bio.TextBirthDate(chara);
481 textMom.text = chara.bio.nameMom.ToTitleCase();
482 textDad.text = chara.bio.nameDad.ToTitleCase();
483 textBirthplace.text = chara.bio.nameBirthplace.ToTitleCase();
484 textLike.text = EClass.sources.cards.map.TryGetValue(bio.idLike, EClass.sources.cards.map["ash"]).GetName();
485 textHobby.text = EClass.sources.elements.map[bio.idHobby].GetText();
486 textFaction.text = ((chara.faction == null) ? "???" : chara.faction.name.ToTitleCase());
487 textFaith.text = chara.faith.Name.ToTitleCase();
488 }
string nameBirthplace
Definition: Biography.cs:264
string nameDad
Definition: Biography.cs:260
string TextBirthDate(Chara c, bool _age=false)
Definition: Biography.cs:499
string nameMom
Definition: Biography.cs:262
string idLike
Definition: Biography.cs:17
int idHobby
Definition: Biography.cs:173
Biography bio
Definition: Card.cs:40
Faction faction
Definition: Chara.cs:423
Religion faith
Definition: Chara.cs:435
static SourceManager sources
Definition: EClass.cs:42
string name
Definition: FACTION.cs:135
string Name
Definition: Religion.cs:30
Dictionary< string, CardRow > map
Definition: SourceCard.cs:8
SourceCard cards
SourceElement elements
Biography bio
Definition: WindowChara.cs:162

References Card.bio, bio, SourceManager.cards, chara, SourceManager.elements, Chara.faction, Chara.faith, Biography.idHobby, Biography.idLike, SourceCard.map, Faction.name, Religion.Name, Biography.nameBirthplace, Biography.nameDad, Biography.nameMom, EClass.sources, and Biography.TextBirthDate().

Referenced by OnSwitchContent().

◆ RefreshNote()

static void WindowChara.RefreshNote ( Chara  chara,
UINote  n,
bool  shortMode = false 
)
inlinestatic

Definition at line 855 of file WindowChara.cs.

856 {
857 n.Clear();
858 Biography biography = chara.bio;
859 if (shortMode)
860 {
861 n.AddText(biography.TextBio(chara) + " " + biography.TextBio2(chara));
862 n.Space();
863 }
864 else
865 {
866 UIItem uIItem = n.AddItem("ItemBackground");
867 if (chara.IsPC)
868 {
870 uIItem.button1.SetOnClick(delegate
871 {
873 });
874 }
875 else
876 {
877 uIItem.text1.SetText("???");
878 uIItem.button1.SetActive(enable: false);
879 }
880 n.Space(16);
881 n.AddTopic("TopicDomain", "profile".lang(), biography.TextBio(chara) + " " + biography.TextBio2(chara));
882 }
883 string text = "";
884 ElementContainer elementContainer = (chara.IsPC ? EClass.player.GetDomains() : new ElementContainer().ImportElementMap(chara.job.domain));
885 foreach (Element value in elementContainer.dict.Values)
886 {
887 text = text + ((value == elementContainer.dict.Values.First()) ? "" : ", ") + value.Name;
888 }
889 n.AddTopic("TopicDomain", "domain".lang(), text).button1.SetActive(enable: false);
890 string text2 = chara.GetFavCat().GetName();
891 string @ref = chara.GetFavFood().GetName();
892 Add("favgift".lang(text2.ToLower().ToTitleCase(), @ref));
895 if (chara.IsPC)
896 {
897 n.AddTopic("TopicDomain", "totalFeat".lang(), EClass.player.totalFeat.ToString() ?? "");
898 }
899 text = chara.GetFavWeaponSkill()?.Name ?? Element.Get(100).GetText();
900 text = text + " / " + ("style" + chara.GetFavAttackStyle()).lang();
901 n.AddTopic("TopicDomain", "attackStyle".lang(), text);
902 n.AddTopic("TopicDomain", "armorStyle".lang(), chara.GetFavArmorSkill()?.Name ?? Element.Get(120).GetText());
903 if (chara.IsPC && EClass.pc.c_daysWithGod > 0)
904 {
905 AddText("info_daysWithGod".lang(EClass.pc.c_daysWithGod.ToString() ?? "", EClass.pc.faith.Name));
906 }
907 if (chara.ride != null)
908 {
909 AddText("info_ride".lang(chara.ride.NameBraced));
910 }
911 if (chara.parasite != null)
912 {
913 AddText("info_parasite".lang(chara.parasite.NameBraced));
914 }
916 {
917 AddText("info_criminal".lang());
918 }
919 if (!chara.IsPC)
920 {
921 int num = chara.GetAffinityExpBonus() - 100;
922 if (num != 0)
923 {
924 AddText("affinity_exp_bonus".lang(chara.affinity.Name, ((num > 0) ? "+" : "") + num));
925 }
926 if (chara.c_daysWithPC > 0)
927 {
928 num = chara.GetDaysTogetherBonus() - 100;
929 AddText("info_daysWithPC".lang(chara.c_daysWithPC.ToString() ?? "") + Environment.NewLine + "daystogether_bonus".lang(((num > 0) ? "+" : "") + num));
930 }
931 }
933 {
934 n.AddText("LV:" + chara.LV + " exp:" + chara.exp + " next:" + chara.ExpToNext);
935 n.AddText("Luck:" + chara.Evalue(78));
936 }
937 n.Build();
938 void Add(string s)
939 {
940 string[] array = s.Split(':');
941 n.AddTopic("TopicDomain", array[0], (array.Length >= 2) ? array[1].TrimStart(' ') : "").button1.SetActive(enable: false);
942 }
943 void AddText(string s)
944 {
945 n.AddText(" ・ " + s);
946 }
947 }
list. Add(item3)
string Name
Definition: Affinity.cs:34
string TextBio(Chara c)
Definition: Biography.cs:484
string TextBio2(Chara c)
Definition: Biography.cs:489
int ExpToNext
Definition: Card.cs:1944
int GetAffinityExpBonus()
Definition: Card.cs:2895
int c_daysWithGod
Definition: Card.cs:1433
int exp
Definition: Card.cs:382
int c_daysWithPC
Definition: Card.cs:1445
int GetDaysTogetherBonus()
Definition: Card.cs:2900
int Evalue(int ele)
Definition: Card.cs:2507
int LV
Definition: Card.cs:370
SourceCategory.Row GetFavCat()
Definition: Chara.cs:7469
SourceJob.Row job
Definition: Chara.cs:462
string NameBraced
Definition: Chara.cs:510
SourceThing.Row GetFavFood()
Definition: Chara.cs:7449
Chara parasite
Definition: Chara.cs:30
Chara ride
Definition: Chara.cs:27
Affinity affinity
Definition: Chara.cs:310
string GetTextWork(bool simple=false)
Definition: Chara.cs:8379
string GetTextHobby(bool simple=false)
Definition: Chara.cs:8369
AttackStyle GetFavAttackStyle()
Definition: Chara.cs:4358
bool showExtra
Definition: CoreDebug.cs:167
static Player player
Definition: EClass.cs:12
static CoreDebug debug
Definition: EClass.cs:48
Dictionary< int, Element > dict
void ImportElementMap(Dictionary< int, int > map)
bool IsCriminal
Definition: Player.cs:1153
ElementContainer GetDomains()
Definition: Player.cs:1347
int totalFeat
Definition: Player.cs:724
string GetBackgroundText()
Definition: Player.cs:1438
void EditBackgroundText()
Definition: Player.cs:1472
UIItem AddItem(string id)
Definition: UINote.cs:139
UIItem AddTopic(string id, string text, string value=null)
Definition: UINote.cs:144
void Space(int sizeY=0, int sizeX=1)
Definition: UINote.cs:62

References Add(), UINote.AddItem(), UINote.AddText(), UINote.AddTopic(), Chara.affinity, Card.bio, UIItem.button1, Card.c_daysWithGod, Card.c_daysWithPC, UINote.Clear(), EClass.debug, Player.EditBackgroundText(), Card.Evalue(), Card.exp, Card.ExpToNext, Chara.faith, Element.Get(), Card.GetAffinityExpBonus(), Player.GetBackgroundText(), Card.GetDaysTogetherBonus(), Player.GetDomains(), Chara.GetFavArmorSkill(), Chara.GetFavAttackStyle(), Chara.GetFavCat(), Chara.GetFavFood(), Chara.GetFavWeaponSkill(), Chara.GetTextHobby(), Chara.GetTextWork(), ElementContainer.ImportElementMap(), Player.IsCriminal, Chara.IsPC, Chara.job, Card.LV, Affinity.Name, Element.Name, Religion.Name, Chara.NameBraced, Chara.parasite, EClass.pc, EClass.player, Chara.ride, UIText.SetText(), CoreDebug.showExtra, UINote.Space(), UIItem.text1, Biography.TextBio(), Biography.TextBio2(), and Player.totalFeat.

◆ RefreshProfile()

void WindowChara.RefreshProfile ( )
inline

Definition at line 364 of file WindowChara.cs.

365 {
367 textName.text = chara.NameSimple;
368 textAlias.text = chara.Aka;
369 textTitle.text = (chara.IsPC ? EClass.player.title : "-");
370 textCurrentZone.text = ((chara.currentZone == null) ? "???" : chara.currentZone.Name);
371 textHomeZone.text = ((chara.homeZone == null) ? "???" : chara.homeZone.Name);
372 textBio.text = chara.job.GetText().ToTitleCase();
373 textBio2.text = bio.TextBio(chara);
374 textBio3.text = bio.TextBio2(chara);
375 textDV.text = "_DV".lang(chara.DV.ToString() ?? "", chara.PV.ToString() ?? "");
376 textStyle.text = "_style".lang(Lang._weight(chara.body.GetWeight(armorOnly: true)) ?? "", chara.elements.GetOrCreateElement(chara.GetArmorSkill()).Name, ("style" + chara.body.GetAttackStyle()).lang());
377 textKarma.text = (chara.IsPC ? (EClass.player.karma.ToString() ?? "") : "???");
378 textSAN.text = chara.SAN.value.ToString() ?? "";
379 textFame.text = (chara.IsPC ? (EClass.player.fame.ToString() ?? "") : "???");
380 textMoney.text = Lang._currency(chara.GetCurrency(), showUnit: true);
381 textDeposit.text = Lang._currency(chara.IsPC ? EClass.game.cards.container_deposit.GetCurrency() : chara.c_allowance, showUnit: true);
382 string text = "deepestLv2".lang((chara.IsPCFaction ? EClass.player.stats.deepest : chara.LV).ToString() ?? "");
383 if (chara.IsPCFaction && EClass.player.CountKeyItem("license_void") > 0)
384 {
385 text = text + " " + "deepestLv3".lang(Mathf.Abs(EClass.game.spatials.Find("void").GetDeepestLv()).ToString() ?? "");
386 }
387 textDeepest.text = text;
388 textAssets.text = (chara.IsPC ? "tGameTime".lang(EClass.player.stats.days.ToFormat(), EClass.player.stats.turns.ToFormat()) : "???");
389 textTerritory.text = (chara.IsPC ? (EClass.pc.faction.CountTerritories().ToString() ?? "") : "???");
395 }
void SetElement(Element _e, ElementContainer _owner, Mode _mode=Mode.Skill)
Thing container_deposit
Definition: CardManager.cs:58
ElementContainerCard elements
Definition: Card.cs:37
int GetCurrency(string id="money")
Definition: Card.cs:3820
int c_allowance
Definition: Card.cs:1289
string NameSimple
Definition: Card.cs:2075
AttackStyle GetAttackStyle()
Definition: CharaBody.cs:433
int GetWeight(bool armorOnly=false)
Definition: CharaBody.cs:390
override int GetArmorSkill()
Definition: Chara.cs:7290
override bool IsPCFaction
Definition: Chara.cs:667
override int DV
Definition: Chara.cs:725
Zone currentZone
Definition: Chara.cs:251
string Aka
Definition: Chara.cs:212
Stats SAN
Definition: Chara.cs:1010
override int PV
Definition: Chara.cs:754
Zone homeZone
Definition: Chara.cs:263
static Game game
Definition: EClass.cs:8
Element GetOrCreateElement(Element ele)
int CountTerritories()
Definition: FACTION.cs:229
SpatialManager spatials
Definition: Game.cs:152
CardManager cards
Definition: Game.cs:155
Definition: Lang.cs:6
static string _weight(int a, int b, bool showUnit=true, int unitSize=0)
Definition: Lang.cs:172
static string _currency(object a, string IDCurrency)
Definition: Lang.cs:162
int deepest
Definition: Player.cs:92
int turns
Definition: Player.cs:74
int days
Definition: Player.cs:68
int karma
Definition: Player.cs:697
Stats stats
Definition: Player.cs:832
int CountKeyItem(string alias)
Definition: Player.cs:1967
int fame
Definition: Player.cs:700
Zone Find(string id)
virtual string Name
Definition: Spatial.cs:495
ButtonElement buttonVigor
Definition: WindowChara.cs:112
ButtonElement buttonMana
Definition: WindowChara.cs:108
ButtonElement buttonLife
Definition: WindowChara.cs:110
void RefreshStatus()
Definition: WindowChara.cs:297
UIList listEquipment
Definition: WindowChara.cs:76
ButtonElement buttonSpeed
Definition: WindowChara.cs:114
int GetDeepestLv()
Definition: Zone.cs:2919

References Lang._currency(), Lang._weight(), Chara.Aka, bio, Chara.body, buttonLife, buttonMana, buttonSpeed, buttonVigor, Card.c_allowance, Game.cards, chara, CardManager.container_deposit, Player.CountKeyItem(), Faction.CountTerritories(), Chara.currentZone, Player.Stats.days, Player.Stats.deepest, Chara.DV, Card.elements, Chara.faction, Player.fame, SpatialManager.Find(), EClass.game, Chara.GetArmorSkill(), CharaBody.GetAttackStyle(), Card.GetCurrency(), Zone.GetDeepestLv(), ElementContainer.GetOrCreateElement(), CharaBody.GetWeight(), Chara.homeZone, Chara.IsPC, Chara.IsPCFaction, Chara.job, Player.karma, listEquipment, Card.LV, Spatial.Name, Card.NameSimple, EClass.pc, EClass.player, Chara.PV, RefreshEquipment(), RefreshStatus(), Chara.SAN, ButtonElement.SetElement(), Game.spatials, Player.stats, Biography.TextBio(), Biography.TextBio2(), Player.Stats.turns, and Stats.value.

Referenced by OnSwitchContent().

◆ RefreshSkill()

void WindowChara.RefreshSkill ( int  idTab)
inline

Definition at line 505 of file WindowChara.cs.

506 {
507 contentList.DestroyChildren();
508 note.Clear();
509 note.RebuildLayout();
510 UIList list = default(UIList);
511 if (idTab == 1)
512 {
513 List("skillsGeneral", "general");
514 List("skillsCraft", "craft");
515 List("skillsCombat", "combat");
516 List("skillsWeapon", "weapon");
517 }
518 else if (idTab == 2)
519 {
521 if (featMode)
522 {
523 List("availableFeats", "general");
524 List("availableFeats_special", "special");
525 List("availableFeats_skill", "skill");
526 List("availableFeats_attribute", "attribute");
527 return;
528 }
529 Header("mutation", null);
530 ListFeat();
531 list.callbacks = new UIList.Callback<Feat, ButtonElement>
532 {
533 onClick = delegate(Feat a, ButtonElement b)
534 {
537 },
538 onInstantiate = delegate(Feat a, ButtonElement b)
539 {
541 },
542 onList = delegate
543 {
544 foreach (Element item in chara.elements.ListElements((Element a) => a.source.category == "mutation" && a.Value != 0))
545 {
546 list.Add(item);
547 }
548 }
549 };
550 list.List();
551 if (list.items.Count == 0)
552 {
553 _header.SetActive(enable: false);
554 list.SetActive(enable: false);
555 }
556 Header("etherDisease", null);
557 ListFeat();
558 list.callbacks = new UIList.Callback<Feat, ButtonElement>
559 {
560 onClick = delegate(Feat a, ButtonElement b)
561 {
564 },
565 onInstantiate = delegate(Feat a, ButtonElement b)
566 {
568 },
569 onList = delegate
570 {
571 foreach (Element item2 in chara.elements.ListElements((Element a) => a.source.category == "ether" && a.Value != 0))
572 {
573 list.Add(item2);
574 }
575 }
576 };
577 list.List();
578 if (list.items.Count == 0)
579 {
580 _header.SetActive(enable: false);
581 list.SetActive(enable: false);
582 }
583 Header("innateFeats", null);
584 ListFeat();
585 list.callbacks = new UIList.Callback<Feat, ButtonElement>
586 {
587 onClick = delegate(Feat a, ButtonElement b)
588 {
591 },
592 onInstantiate = delegate(Feat a, ButtonElement b)
593 {
595 },
596 onList = delegate
597 {
598 foreach (Element item3 in chara.elements.ListElements((Element a) => a.source.category == "feat" && a.HasTag("innate") && a.Value != 0))
599 {
600 list.Add(item3);
601 }
602 }
603 };
604 list.List();
605 Header("feats", null);
606 ListFeat();
607 list.callbacks = new UIList.Callback<Feat, ButtonElement>
608 {
609 onClick = delegate(Feat a, ButtonElement b)
610 {
613 },
614 onInstantiate = delegate(Feat a, ButtonElement b)
615 {
617 },
618 onList = delegate
619 {
620 foreach (Element item4 in chara.elements.ListElements((Element a) => a.source.category == "feat" && !a.HasTag("innate") && a.Value != 0))
621 {
622 list.Add(item4);
623 }
624 },
625 onSort = (Feat a, UIList.SortMode m) => a.GetSortVal(m)
626 };
627 list.ChangeSort(UIList.SortMode.ByID);
628 list.List();
629 }
630 else if (idTab == 3)
631 {
632 Header("resistance", null);
633 headerEquip.SetText("resistance".lang());
634 ListResist();
635 list.callbacks = new UIList.Callback<Element, ButtonElement>
636 {
637 onInstantiate = delegate(Element a, ButtonElement b)
638 {
639 b.SetGrid(a, chara);
640 },
641 onList = delegate
642 {
643 foreach (SourceElement.Row item5 in EClass.sources.elements.rows.Where((SourceElement.Row a) => a.category == "resist" && ((!a.tag.Contains("hidden") && !a.tag.Contains("high")) || chara.Evalue(a.id) != 0)))
644 {
645 list.Add(chara.elements.GetOrCreateElement(item5.id));
646 }
647 }
648 };
649 list.List();
650 }
651 else if (idTab == 4)
652 {
654 List<Element> eles = chara.elements.ListElements(delegate(Element a)
655 {
656 if (a.source.tag.Contains("godAbility") || a.source.categorySub == "god")
657 {
658 return false;
659 }
660 if (a.IsFlag)
661 {
662 if (a.Value == 0)
663 {
664 return false;
665 }
666 }
667 else
668 {
669 if (a.vSource != 0)
670 {
671 if (a.source.IsWeaponEnc)
672 {
673 return true;
674 }
675 int id = a.id;
676 if ((uint)(id - 55) <= 2u || id == 68 || id == 93)
677 {
678 return true;
679 }
680 }
681 if ((a.owner == chara.elements && a.vLink == 0 && !a.IsFactionElement(chara)) || a.source.category == "resist")
682 {
683 return false;
684 }
685 }
686 return true;
687 });
688 eles.Sort((Element a, Element b) => a.SortVal(charaSheet: true) - b.SortVal(charaSheet: true));
689 string[] skillCats = new string[7] { "general", "labor", "mind", "stealth", "combat", "craft", "weapon" };
690 Header("enchant", null);
691 headerEquip.SetText("enchant".lang());
692 ListResist();
693 list.callbacks = new UIList.Callback<Element, ButtonElement>
694 {
695 onInstantiate = delegate(Element a, ButtonElement b)
696 {
697 b.SetGrid(a, chara);
698 },
699 onList = delegate
700 {
701 foreach (Element item6 in eles)
702 {
703 if (!skillCats.Contains(item6.source.categorySub))
704 {
705 list.Add(item6);
706 }
707 }
708 }
709 };
710 list.List();
711 Header("skill", null);
712 ListResist();
713 list.callbacks = new UIList.Callback<Element, ButtonElement>
714 {
715 onInstantiate = delegate(Element a, ButtonElement b)
716 {
717 b.SetGrid(a, chara);
718 },
719 onList = delegate
720 {
721 foreach (Element item7 in eles)
722 {
723 if (skillCats.Contains(item7.source.categorySub))
724 {
725 list.Add(item7);
726 }
727 }
728 }
729 };
730 list.List();
731 }
732 else if (idTab == 5)
733 {
734 Header("note", null);
735 note.transform.SetAsLastSibling();
737 }
738 void Header(string lang, string lang2)
739 {
741 _header.SetText(lang);
742 if (lang2 != null)
743 {
744 Util.Instantiate(moldHeader2, contentList).SetText(lang2);
745 }
746 }
747 void List(string lang, string idSubCat)
748 {
749 List<string> cats = new List<string>();
750 cats.Add(idSubCat);
751 if (idSubCat == "general")
752 {
753 cats.Add("labor");
754 cats.Add("mind");
755 cats.Add("stealth");
756 }
757 Header(lang, null);
758 ListSkill();
759 list.callbacks = new UIList.Callback<Element, ButtonElement>
760 {
761 onClick = delegate(Element a, ButtonElement b)
762 {
765 },
766 onInstantiate = delegate(Element a, ButtonElement b)
767 {
769 },
770 onList = delegate
771 {
772 foreach (Element item8 in chara.elements.ListElements((Element a) => (a.Value != 0 || a.ValueWithoutLink != 0 || a.vSource > 0) && a.source.category == "skill" && cats.Contains(a.source.categorySub)))
773 {
774 list.Add(item8);
775 }
776 },
777 onSort = (Element c, UIList.SortMode m) => EClass.sources.elements.alias[c.source.aliasParent].id * -10000 - c.id
778 };
779 list.List(UIList.SortMode.ByElementParent);
780 }
781 void List(string lang, string idSubCat)
782 {
783 Header(lang, "cost");
784 ListFeatPurchase();
785 UIList _list = list;
786 _list.callbacks = new UIList.Callback<Element, ButtonElement>
787 {
788 onClick = delegate(Element a, ButtonElement b)
789 {
791 {
792 SE.BeepSmall();
793 }
794 else if (EClass.pc.feat < a.CostLearn)
795 {
796 SE.BeepSmall();
797 Msg.Say("notEnoughFeatPoint");
798 }
799 else
800 {
801 Dialog.YesNo("dialogBuyFeat".lang(a.CostLearn.ToString() ?? "", a.FullName), delegate
802 {
803 EClass.pc.feat -= a.CostLearn;
804 EClass.pc.SetFeat(a.id, a.Value, msg: true);
805 RefreshSkill(idTab);
806 RefreshFeatMode();
807 RefreshStatic();
808 this.RebuildLayout(recursive: true);
809 });
810 }
811 },
812 onInstantiate = delegate(Element a, ButtonElement b)
813 {
814 b.SetElement(a, chara.elements, ButtonElement.Mode.FeatPurchase);
815 },
816 onList = delegate
817 {
818 foreach (Element item9 in chara.ListAvailabeFeats(pet: false, EClass.game.config.showAllFeat))
819 {
820 if (item9.source.categorySub == idSubCat)
821 {
822 _list.Add(item9);
823 }
824 }
825 }
826 };
827 _list.List();
828 }
829 void ListFeat()
830 {
832 }
833 void ListFeatPurchase()
834 {
836 }
837 void ListResist()
838 {
840 }
841 void ListSkill()
842 {
844 }
845 }
if(item3.idFile==idFirstFile &&item3.id==idFirstTopic)
Definition: UIBook.cs:627
void SetGrid(Element e, Chara c)
List< Element > ListAvailabeFeats(bool pet=false, bool showAll=false)
Definition: Chara.cs:9099
bool enable
Definition: CoreDebug.cs:285
Definition: Dialog.cs:7
static Dialog YesNo(string langDetail, Action actionYes, Action actionNo=null, string langYes="yes", string langNo="no")
Definition: Dialog.cs:244
List< Element > ListElements(Func< Element, bool > shoudList=null, Comparison< Element > comparison=null)
bool IsFactionElement(Chara c)
Definition: ELEMENT.cs:491
int ValueWithoutLink
Definition: ELEMENT.cs:292
int id
Definition: ELEMENT.cs:248
SourceElement.Row source
Definition: ELEMENT.cs:271
virtual bool IsPurchaseFeatReqMet(ElementContainer owner, int lv=-1)
Definition: ELEMENT.cs:1088
ElementContainer owner
Definition: ELEMENT.cs:264
bool HasTag(string tag)
Definition: ELEMENT.cs:471
virtual string FullName
Definition: ELEMENT.cs:304
int GetSortVal(UIList.SortMode m)
Definition: ELEMENT.cs:1002
int Value
Definition: ELEMENT.cs:290
int vLink
Definition: ELEMENT.cs:258
int vSource
Definition: ELEMENT.cs:260
virtual int CostLearn
Definition: ELEMENT.cs:312
bool IsFlag
Definition: ELEMENT.cs:300
int SortVal(bool charaSheet=false)
Definition: ELEMENT.cs:460
Definition: FEAT.cs:255
bool showAllFeat
Definition: Game.cs:57
Config config
Definition: Game.cs:215
Definition: Msg.cs:5
static string Say(string idLang, string ref1, string ref2=null, string ref3=null, string ref4=null)
Definition: Msg.cs:58
void SetText(string s)
Definition: UIHeader.cs:24
void ChangeSort(SortMode m)
Definition: UIList.cs:705
override void List()
Definition: UIList.cs:717
static void Toggle(Element e)
UIList moldListFeatPurchase
Definition: WindowChara.cs:132
UIHeader moldHeader
Definition: WindowChara.cs:120
UIList moldListResist
Definition: WindowChara.cs:128
Transform contentList
Definition: WindowChara.cs:134
UIHeader _header
Definition: WindowChara.cs:160
UIHeader moldHeader2
Definition: WindowChara.cs:122
UIList moldListFeat
Definition: WindowChara.cs:130
UIHeader headerEquip
Definition: WindowChara.cs:124
void RefreshFeatMode()
Definition: WindowChara.cs:250
UIList moldListSkill
Definition: WindowChara.cs:126

References UIList.Add(), UIList.ChangeSort(), UINote.Clear(), Card.elements, SourceManager.elements, Card.Evalue(), ElementContainer.GetOrCreateElement(), Element.GetSortVal(), Element.HasTag(), Header, Element.id, if(), Element.IsFactionElement(), Element.IsFlag, item, UIList.items, UIList.List(), ElementContainer.ListElements(), Element.owner, ButtonElement.SetElement(), ButtonElement.SetGrid(), UIHeader.SetText(), Element.source, EClass.sources, WidgetTracker.Toggle(), Element.Value, Element.vLink, and Element.vSource.

Referenced by OnSwitchContent(), and ToggleFeatMode().

◆ RefreshStatic()

void WindowChara.RefreshStatic ( )
inline

Definition at line 263 of file WindowChara.cs.

264 {
265 textHealth.text = chara.hp + "/" + chara.MaxHP;
266 textMood.text = chara.mana.value + "/" + chara.mana.max;
268 Sprite @object = Portrait.modPortraitBGs.GetItem(chara.GetStr(23) ?? "BG_1").GetObject();
269 @object.texture.filterMode = FilterMode.Bilinear;
270 portrait.image.sprite = @object;
271 @object = Portrait.modPortraitBGFs.GetItem(chara.GetStr(24) ?? "BGF_1").GetObject();
272 @object.texture.filterMode = FilterMode.Bilinear;
273 portrait.imageFrame.sprite = @object;
276 listAttaribute.callbacks = new UIList.Callback<Element, ButtonElement>
277 {
278 onClick = delegate(Element a, ButtonElement b)
279 {
282 },
283 onInstantiate = delegate(Element a, ButtonElement b)
284 {
285 b.SetElement(a, chara.elements, ButtonElement.Mode.Attribute);
286 }
287 };
288 List<Element> list = chara.elements.ListElements((Element a) => a.HasTag("primary"));
289 list.Sort((Element a, Element b) => a.source.sort - b.source.sort);
290 foreach (Element item in list)
291 {
293 }
295 }
string GetStr(int id, string defaultStr=null)
Definition: BaseCard.cs:54
override int MaxHP
Definition: Chara.cs:704
Stats mana
Definition: Chara.cs:1006
ModItem< T > GetItem(string id, bool returnNull=false)
Definition: ModItemList.cs:61
static ModItemList< Sprite > modPortraitBGFs
Definition: Portrait.cs:8
static ModItemList< Sprite > modPortraitBGs
Definition: Portrait.cs:10
UIList listAttaribute
Definition: WindowChara.cs:74
void SetCaption(string text)
Definition: Window.cs:1289

References UIList.Add(), chara, UIList.Clear(), Card.elements, ModItemList< T >.GetItem(), BaseCard.GetStr(), Element.HasTag(), item, listAttaribute, ElementContainer.ListElements(), Chara.mana, Stats.max, Chara.MaxHP, Portrait.modPortraitBGFs, Portrait.modPortraitBGs, Chara.NameBraced, portrait, UIList.Refresh(), RefreshStatic(), Window.SetCaption(), Portrait.SetChara(), ButtonElement.SetElement(), Element.source, WidgetTracker.Toggle(), and WindowController.window.

Referenced by OnSwitchContent(), RefreshStatic(), SetPortraitBG(), and SetPortraitFrame().

◆ RefreshStatus()

void WindowChara.RefreshStatus ( )
inline

Definition at line 297 of file WindowChara.cs.

298 {
299 layoutStatus.DestroyChildren();
300 foreach (Stats item in new List<Stats> { chara.hunger, chara.burden, chara.stamina, chara.depression, chara.bladder, chara.hygiene })
301 {
303 }
304 foreach (Condition condition in chara.conditions)
305 {
306 AddStatus(condition);
307 }
308 if (layoutStatus.transform.childCount == 1)
309 {
310 AddStatus(null);
311 }
312 layoutStatus.RebuildLayout();
313 }
Stats depression
Definition: Chara.cs:1000
List< Condition > conditions
Definition: Chara.cs:207
Stats hunger
Definition: Chara.cs:994
Stats bladder
Definition: Chara.cs:1002
Stats stamina
Definition: Chara.cs:998
Stats burden
Definition: Chara.cs:996
Definition: Stats.cs:5
void AddStatus(BaseStats st)
Definition: WindowChara.cs:332

References AddStatus(), Chara.bladder, Chara.burden, chara, Chara.conditions, Chara.depression, Chara.hunger, item, layoutStatus, and Chara.stamina.

Referenced by RefreshProfile().

◆ SetChara()

void WindowChara.SetChara ( Chara  c)
inline

Definition at line 164 of file WindowChara.cs.

165 {
166 Instance = this;
167 chara = c;
168 portrait.interactable = chara.IsPC;
170 if (window.setting.tabs.Count > 6)
171 {
172 window.setting.tabs[6].button.SetActive(chara.IsPC);
173 }
174 if (window.idTab == 6 && !chara.IsPC)
175 {
177 }
178 }
static WindowChara Instance
Definition: WindowChara.cs:10
List< Tab > tabs
Definition: Window.cs:81
void SwitchContent(UIContent content)
Definition: Window.cs:1198
Setting setting
Definition: Window.cs:606

References chara, Window.idTab, Instance, Chara.IsPC, OnSwitchContent(), Window.setting, Window.SwitchContent(), Window.Setting.tabs, and WindowController.window.

Referenced by LayerChara.SetChara(), and LayerInteraction.ShowPage().

◆ SetPortraitBG()

void WindowChara.SetPortraitBG ( int  a)
inline

Definition at line 214 of file WindowChara.cs.

215 {
216 string currentId = chara.GetStr(23) ?? "BG_1";
217 currentId = Portrait.modPortraitBGs.GetNextID(currentId, a);
218 if (currentId == "BG_1")
219 {
220 currentId = null;
221 }
222 chara.SetStr(23, currentId);
224 }
void SetStr(int id, string value=null)
Definition: BaseCard.cs:63
string GetNextID(string currentId, int a, bool ignoreCategory=true)
Definition: ModItemList.cs:35

References chara, ModItemList< T >.GetNextID(), BaseCard.GetStr(), Portrait.modPortraitBGs, RefreshStatic(), and BaseCard.SetStr().

◆ SetPortraitFrame()

void WindowChara.SetPortraitFrame ( int  a)
inline

Definition at line 226 of file WindowChara.cs.

227 {
228 string currentId = chara.GetStr(24) ?? "BGF_1";
229 currentId = Portrait.modPortraitBGFs.GetNextID(currentId, a);
230 if (currentId == "BGF_1")
231 {
232 currentId = null;
233 }
234 chara.SetStr(24, currentId);
236 }

References chara, ModItemList< T >.GetNextID(), BaseCard.GetStr(), Portrait.modPortraitBGFs, RefreshStatic(), and BaseCard.SetStr().

◆ ToggleFeatMode()

void WindowChara.ToggleFeatMode ( )
inline

Definition at line 238 of file WindowChara.cs.

239 {
242 buttonFeatOption.SetActive(featMode);
244 {
245 EClass.game.config.showAllFeat = a;
247 });
248 }
void SetToggle(bool isOn, Action< bool > onToggle=null)
Definition: UIButton.cs:341

References buttonFeatOption, Game.config, featMode, EClass.game, Window.idTab, RefreshSkill(), UIButton.SetToggle(), Game.Config.showAllFeat, and WindowController.window.

Referenced by WidgetExp.OnClick(), and WidgetExpHome.OnClick().

◆ Update()

void WindowChara.Update ( )
inlineprivate

Definition at line 180 of file WindowChara.cs.

181 {
182 rectEquip.anchoredPosition = new Vector2(scrollSkill.content.anchoredPosition.x + equipPos.x, equipPos.y);
183 }
Vector2 equipPos
Definition: WindowChara.cs:152
UIScrollView scrollSkill
Definition: WindowChara.cs:106

References equipPos, and scrollSkill.

Member Data Documentation

◆ _header

UIHeader WindowChara._header
private

Definition at line 160 of file WindowChara.cs.

◆ barColor1

float WindowChara.barColor1

Definition at line 156 of file WindowChara.cs.

Referenced by AddNeeds().

◆ barColor2

float WindowChara.barColor2

Definition at line 158 of file WindowChara.cs.

Referenced by AddNeeds().

◆ buttonFeatMode

UIButton WindowChara.buttonFeatMode

Definition at line 138 of file WindowChara.cs.

Referenced by OnSwitchContent(), and RefreshFeatMode().

◆ buttonFeatOption

UIButton WindowChara.buttonFeatOption

Definition at line 140 of file WindowChara.cs.

Referenced by OnSwitchContent(), and ToggleFeatMode().

◆ buttonLife

ButtonElement WindowChara.buttonLife

Definition at line 110 of file WindowChara.cs.

Referenced by RefreshProfile().

◆ buttonMana

ButtonElement WindowChara.buttonMana

Definition at line 108 of file WindowChara.cs.

Referenced by RefreshProfile().

◆ buttonSpeed

ButtonElement WindowChara.buttonSpeed

Definition at line 114 of file WindowChara.cs.

Referenced by RefreshProfile().

◆ buttonVigor

ButtonElement WindowChara.buttonVigor

Definition at line 112 of file WindowChara.cs.

Referenced by RefreshProfile().

◆ chara

◆ colorUnequipped

Color WindowChara.colorUnequipped

Definition at line 150 of file WindowChara.cs.

Referenced by RefreshEquipment().

◆ contentList

Transform WindowChara.contentList

Definition at line 134 of file WindowChara.cs.

◆ equipPos

Vector2 WindowChara.equipPos

Definition at line 152 of file WindowChara.cs.

Referenced by Update().

◆ featMode

bool WindowChara.featMode

Definition at line 154 of file WindowChara.cs.

Referenced by OnSwitchContent(), RefreshFeatMode(), and ToggleFeatMode().

◆ graph

PUIExampleRPGStats WindowChara.graph

Definition at line 82 of file WindowChara.cs.

◆ gridEquip

GridLayoutGroup WindowChara.gridEquip

Definition at line 104 of file WindowChara.cs.

◆ headerEquip

UIHeader WindowChara.headerEquip

Definition at line 124 of file WindowChara.cs.

◆ imageView

Image WindowChara.imageView

Definition at line 142 of file WindowChara.cs.

◆ Instance

WindowChara WindowChara.Instance
static

Definition at line 10 of file WindowChara.cs.

Referenced by ButtonElement.Refresh(), and SetChara().

◆ layoutNeeds

LayoutGroup WindowChara.layoutNeeds

Definition at line 100 of file WindowChara.cs.

Referenced by AddNeeds().

◆ layoutStatus

LayoutGroup WindowChara.layoutStatus

Definition at line 102 of file WindowChara.cs.

Referenced by AddStatus(), and RefreshStatus().

◆ listAttaribute

UIList WindowChara.listAttaribute

Definition at line 74 of file WindowChara.cs.

Referenced by RefreshStatic().

◆ listEquipment

UIList WindowChara.listEquipment

Definition at line 76 of file WindowChara.cs.

Referenced by RefreshProfile().

◆ listEquipment2

UIList WindowChara.listEquipment2

Definition at line 78 of file WindowChara.cs.

Referenced by OnSwitchContent().

◆ mask

Sprite WindowChara.mask

Definition at line 144 of file WindowChara.cs.

Referenced by OnSwitchContent().

◆ maskResist

Sprite WindowChara.maskResist

Definition at line 146 of file WindowChara.cs.

Referenced by OnSwitchContent().

◆ matItem

Material WindowChara.matItem

Definition at line 148 of file WindowChara.cs.

Referenced by RefreshEquipment().

◆ moldHeader

UIHeader WindowChara.moldHeader

Definition at line 120 of file WindowChara.cs.

◆ moldHeader2

UIHeader WindowChara.moldHeader2

Definition at line 122 of file WindowChara.cs.

◆ moldListFeat

UIList WindowChara.moldListFeat

Definition at line 130 of file WindowChara.cs.

◆ moldListFeatPurchase

UIList WindowChara.moldListFeatPurchase

Definition at line 132 of file WindowChara.cs.

◆ moldListResist

UIList WindowChara.moldListResist

Definition at line 128 of file WindowChara.cs.

◆ moldListSkill

UIList WindowChara.moldListSkill

Definition at line 126 of file WindowChara.cs.

◆ moldNeeds

UIItem WindowChara.moldNeeds

Definition at line 118 of file WindowChara.cs.

Referenced by AddNeeds().

◆ moldStats

UIItem WindowChara.moldStats

Definition at line 116 of file WindowChara.cs.

Referenced by AddStatus().

◆ note

UINote WindowChara.note

Definition at line 80 of file WindowChara.cs.

◆ portrait

Portrait WindowChara.portrait

Definition at line 14 of file WindowChara.cs.

Referenced by OnClickPortrait(), and RefreshStatic().

◆ rectEquip

RectTransform WindowChara.rectEquip

Definition at line 136 of file WindowChara.cs.

◆ scrollSkill

UIScrollView WindowChara.scrollSkill

Definition at line 106 of file WindowChara.cs.

Referenced by Update().

◆ textAffection

UIText WindowChara.textAffection

Definition at line 88 of file WindowChara.cs.

◆ textAlias

UIText WindowChara.textAlias

Definition at line 22 of file WindowChara.cs.

◆ textAssets

UIText WindowChara.textAssets

Definition at line 64 of file WindowChara.cs.

◆ textBio

UIText WindowChara.textBio

Definition at line 26 of file WindowChara.cs.

◆ textBio2

UIText WindowChara.textBio2

Definition at line 28 of file WindowChara.cs.

◆ textBio3

UIText WindowChara.textBio3

Definition at line 30 of file WindowChara.cs.

◆ textBirthday

UIText WindowChara.textBirthday

Definition at line 32 of file WindowChara.cs.

◆ textBirthplace

UIText WindowChara.textBirthplace

Definition at line 44 of file WindowChara.cs.

◆ textCurrentZone

UIText WindowChara.textCurrentZone

Definition at line 70 of file WindowChara.cs.

◆ textDad

UIText WindowChara.textDad

Definition at line 42 of file WindowChara.cs.

◆ textDeepest

UIText WindowChara.textDeepest

Definition at line 68 of file WindowChara.cs.

◆ textDeposit

UIText WindowChara.textDeposit

Definition at line 66 of file WindowChara.cs.

◆ textDominance

UIText WindowChara.textDominance

Definition at line 90 of file WindowChara.cs.

◆ textDV

UIText WindowChara.textDV

Definition at line 96 of file WindowChara.cs.

◆ textExtroversion

UIText WindowChara.textExtroversion

Definition at line 92 of file WindowChara.cs.

◆ textFaction

UIText WindowChara.textFaction

Definition at line 34 of file WindowChara.cs.

◆ textFaith

UIText WindowChara.textFaith

Definition at line 36 of file WindowChara.cs.

◆ textFame

UIText WindowChara.textFame

Definition at line 54 of file WindowChara.cs.

◆ textFavArmor

UIText WindowChara.textFavArmor

Definition at line 94 of file WindowChara.cs.

Referenced by RefreshEquipment().

◆ textHealth

UIText WindowChara.textHealth

Definition at line 18 of file WindowChara.cs.

◆ textHobby

UIText WindowChara.textHobby

Definition at line 48 of file WindowChara.cs.

◆ textHome

UIText WindowChara.textHome

Definition at line 38 of file WindowChara.cs.

◆ textHomeZone

UIText WindowChara.textHomeZone

Definition at line 72 of file WindowChara.cs.

◆ textIncome

UIText WindowChara.textIncome

Definition at line 62 of file WindowChara.cs.

◆ textKarma

UIText WindowChara.textKarma

Definition at line 50 of file WindowChara.cs.

◆ textLaw

UIText WindowChara.textLaw

Definition at line 86 of file WindowChara.cs.

◆ textLike

UIText WindowChara.textLike

Definition at line 46 of file WindowChara.cs.

◆ textMom

UIText WindowChara.textMom

Definition at line 40 of file WindowChara.cs.

◆ textMoney

UIText WindowChara.textMoney

Definition at line 56 of file WindowChara.cs.

◆ textMood

UIText WindowChara.textMood

Definition at line 16 of file WindowChara.cs.

◆ textName

UIText WindowChara.textName

Definition at line 20 of file WindowChara.cs.

◆ textSAN

UIText WindowChara.textSAN

Definition at line 52 of file WindowChara.cs.

◆ textStability

UIText WindowChara.textStability

Definition at line 84 of file WindowChara.cs.

◆ textStyle

UIText WindowChara.textStyle

Definition at line 98 of file WindowChara.cs.

◆ textTax

UIText WindowChara.textTax

Definition at line 58 of file WindowChara.cs.

◆ textTerritory

UIText WindowChara.textTerritory

Definition at line 60 of file WindowChara.cs.

◆ textTitle

UIText WindowChara.textTitle

Definition at line 24 of file WindowChara.cs.

Property Documentation

◆ bio

Biography WindowChara.bio
get

Definition at line 162 of file WindowChara.cs.

Referenced by RefreshInfo(), and RefreshProfile().


The documentation for this class was generated from the following file: