Elin Decompiled Documentation EA 23.102 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 7 of file WindowChara.cs.

Member Function Documentation

◆ AddNeeds()

void WindowChara.AddNeeds ( Stats  st)
inline

Definition at line 314 of file WindowChara.cs.

315 {
317 uIItem.text1.SetText(st.source.GetName());
318 if (st.GetText().IsEmpty())
319 {
320 uIItem.text2.SetActive(enable: false);
321 }
322 else
323 {
324 st.SetText(uIItem.text2);
325 }
326 UIBar componentInChildren = uIItem.GetComponentInChildren<UIBar>();
327 componentInChildren.Refresh(st.value, st.max);
328 componentInChildren.image.color = st.GetColor().Multiply(barColor1, barColor2);
329 }
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:117
float barColor1
Definition: WindowChara.cs:155
LayoutGroup layoutNeeds
Definition: WindowChara.cs:99
float barColor2
Definition: WindowChara.cs:157

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 331 of file WindowChara.cs.

332 {
333 string text = st?.GetText() ?? "noItem".lang();
334 if (text.IsEmpty())
335 {
336 return;
337 }
339 if (st == null)
340 {
341 uIItem.text1.SetText(text, FontColor.Passive);
342 uIItem.button1.interactable = false;
343 }
344 else if (text.IsEmpty())
345 {
346 uIItem.text1.SetText(st.source.GetName());
347 }
348 else
349 {
350 st.SetText(uIItem.text1);
351 uIItem.image1.sprite = st.GetSprite();
352 uIItem.image1.SetNativeSize();
353 }
354 if (st != null)
355 {
356 uIItem.button1.SetTooltip(delegate(UITooltip t)
357 {
358 st.WriteNote(t.note);
359 });
360 }
361 }
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:101
UIItem moldStats
Definition: WindowChara.cs:115

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 846 of file WindowChara.cs.

847 {
848 if (focus && window.idTab == 5)
849 {
851 }
852 }
Chara chara
Definition: WindowChara.cs:11
static void RefreshNote(Chara chara, UINote n, bool shortMode=false)
Definition: WindowChara.cs:854
UINote note
Definition: WindowChara.cs:79
int idTab
Definition: Window.cs:694

◆ OnClickPortrait()

void WindowChara.OnClickPortrait ( )
inline

Definition at line 489 of file WindowChara.cs.

490 {
491 if (chara.IsPC)
492 {
493 EClass.ui.AddLayer<LayerEditPCC>().Activate(chara, UIPCC.Mode.Body, null, delegate
494 {
496 });
497 }
498 else
499 {
500 SE.Beep();
501 }
502 }
override bool IsPC
Definition: Chara.cs:597
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:13

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

◆ OnSwitchContent()

override void WindowChara.OnSwitchContent ( Window  window)
inlinevirtual

Reimplemented from WindowController.

Definition at line 184 of file WindowChara.cs.

185 {
186 if (chara != null)
187 {
189 int idTab = window.idTab;
190 if (idTab == 0)
191 {
192 RefreshInfo();
194 }
195 else
196 {
197 RefreshSkill(idTab);
198 }
199 bool flag = idTab == 3 || idTab == 4;
200 scrollSkill.horizontal = flag;
201 scrollSkill.content.anchoredPosition = new Vector2(0f, 0f);
202 imageView.sprite = (flag ? maskResist : mask);
203 if (flag)
204 {
206 }
207 listEquipment2.transform.parent.SetActive(flag);
208 buttonFeatMode.SetActive(idTab == 2 && chara.IsPC);
209 buttonFeatOption.SetActive(idTab == 2 && chara.IsPC && featMode);
210 }
211 }
UIList parent
Definition: UIList.cs:261
Sprite maskResist
Definition: WindowChara.cs:145
void RefreshProfile()
Definition: WindowChara.cs:363
Sprite mask
Definition: WindowChara.cs:143
UIButton buttonFeatOption
Definition: WindowChara.cs:139
UIList listEquipment2
Definition: WindowChara.cs:77
void RefreshStatic()
Definition: WindowChara.cs:262
void RefreshEquipment(UIList list, bool sort=true)
Definition: WindowChara.cs:396
void RefreshSkill(int idTab)
Definition: WindowChara.cs:504
void RefreshInfo()
Definition: WindowChara.cs:477
UIButton buttonFeatMode
Definition: WindowChara.cs:137

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 257 of file WindowChara.cs.

258 {
260 }
override void OnSwitchContent(Window window)
Definition: WindowChara.cs:184

References OnSwitchContent(), and WindowController.window.

Referenced by LayerChara.Refresh().

◆ RefreshEquipment()

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

Definition at line 396 of file WindowChara.cs.

397 {
398 string text = chara.GetFavWeaponSkill()?.Name ?? Element.Get(100).GetText();
399 text = text + "/" + (chara.GetFavArmorSkill()?.Name ?? Element.Get(120).GetText());
400 textFavArmor.SetText(text);
401 list.Clear();
402 list.callbacks = new UIList.Callback<BodySlot, UIItem>
403 {
404 onClick = delegate
405 {
406 },
407 onInstantiate = delegate(BodySlot a, UIItem b)
408 {
409 if (a.elementId == 0)
410 {
411 b.button1.interactable = false;
412 }
413 else
414 {
415 Thing thing = (Thing)(b.refObj = a.thing);
416 if (thing != null)
417 {
418 b.button1.icon.material = matItem;
419 thing.SetImage(b.button1.icon);
420 }
421 else
422 {
423 b.button1.icon.material = null;
424 b.button1.icon.sprite = SpriteSheet.Get("Media/Graphics/Icon/Element/", "eq_" + a.element.alias);
425 b.button1.icon.color = colorUnequipped;
426 b.button1.icon.SetNativeSize();
427 }
428 b.button1.SetTooltip(delegate(UITooltip tt)
429 {
430 if (a.thing != null)
431 {
432 a.thing.WriteNote(tt.note);
433 }
434 else
435 {
436 tt.note.Clear();
437 tt.note.AddHeader(a.name);
438 tt.note.AddText("noEQ".lang());
439 if (a.elementId == 35)
440 {
442 }
443 }
444 tt.note.Build();
445 });
446 }
447 },
448 onSort = (BodySlot a, UIList.SortMode m) => (a.element.id != 0) ? chara.body.GetSortVal(a) : (-99999)
449 };
450 foreach (BodySlot slot in chara.body.slots)
451 {
452 if (slot.elementId != 44)
453 {
454 list.Add(slot);
455 }
456 }
457 if (list.items.Count < 12)
458 {
459 int num = 12 - list.items.Count;
460 for (int i = 0; i < num; i++)
461 {
462 list.Add(new BodySlot());
463 }
464 }
465 if (list.items.Count > 18)
466 {
467 gridEquip.cellSize = new Vector2(52f, 44f);
468 gridEquip.spacing = new Vector2(-6f, -12f);
469 }
470 if (sort)
471 {
472 list.Sort();
473 }
474 list.Refresh();
475 }
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:5355
List< BodySlot > slots
Definition: CharaBody.cs:8
int GetSortVal(BodySlot slot)
Definition: CharaBody.cs:470
CharaBody body
Definition: Chara.cs:91
Element GetFavWeaponSkill()
Definition: Chara.cs:4281
Element GetFavArmorSkill()
Definition: Chara.cs:4286
static SourceElement.Row Get(int id)
Definition: ELEMENT.cs:391
virtual string Name
Definition: ELEMENT.cs:294
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:837
static void AddAttackEvaluation(UINote n, Chara chara, Thing current=null)
Definition: Thing.cs:1373
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:93
Color colorUnequipped
Definition: WindowChara.cs:149
Material matItem
Definition: WindowChara.cs:147

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 249 of file WindowChara.cs.

250 {
251 buttonFeatMode.mainText.text = "featMode".lang(EClass.pc.feat.ToString() ?? "");
252 ColorBlock colors = buttonFeatMode.colors;
253 colors.normalColor = colors.normalColor.SetAlpha(featMode ? 1 : 0);
254 buttonFeatMode.colors = colors;
255 }
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 477 of file WindowChara.cs.

478 {
479 textBirthday.text = bio.TextBirthDate(chara);
480 textMom.text = chara.bio.nameMom.ToTitleCase();
481 textDad.text = chara.bio.nameDad.ToTitleCase();
482 textBirthplace.text = chara.bio.nameBirthplace.ToTitleCase();
483 textLike.text = EClass.sources.cards.map.TryGetValue(bio.idLike, EClass.sources.cards.map["ash"]).GetName();
484 textHobby.text = EClass.sources.elements.map[bio.idHobby].GetText();
485 textFaction.text = ((chara.faction == null) ? "???" : chara.faction.name.ToTitleCase());
486 textFaith.text = chara.faith.Name.ToTitleCase();
487 }
string nameBirthplace
Definition: Biography.cs:264
string nameDad
Definition: Biography.cs:260
string TextBirthDate(Chara c, bool _age=false)
Definition: Biography.cs:489
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:412
Religion faith
Definition: Chara.cs:424
static SourceManager sources
Definition: EClass.cs:42
string name
Definition: FACTION.cs:133
string Name
Definition: Religion.cs:30
Dictionary< string, CardRow > map
Definition: SourceCard.cs:8
SourceCard cards
SourceElement elements
Biography bio
Definition: WindowChara.cs:161

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 854 of file WindowChara.cs.

855 {
856 n.Clear();
857 Biography biography = chara.bio;
858 if (shortMode)
859 {
860 n.AddText(biography.TextBio(chara) + " " + biography.TextBio2(chara));
861 n.Space();
862 }
863 else
864 {
865 UIItem uIItem = n.AddItem("ItemBackground");
866 if (chara.IsPC)
867 {
869 uIItem.button1.SetOnClick(delegate
870 {
872 });
873 }
874 else
875 {
876 uIItem.text1.SetText("???");
877 uIItem.button1.SetActive(enable: false);
878 }
879 n.Space(16);
880 n.AddTopic("TopicDomain", "profile".lang(), biography.TextBio(chara) + " " + biography.TextBio2(chara));
881 }
882 string text = "";
883 ElementContainer elementContainer = (chara.IsPC ? EClass.player.GetDomains() : new ElementContainer().ImportElementMap(chara.job.domain));
884 foreach (Element value in elementContainer.dict.Values)
885 {
886 text = text + ((value == elementContainer.dict.Values.First()) ? "" : ", ") + value.Name;
887 }
888 n.AddTopic("TopicDomain", "domain".lang(), text).button1.SetActive(enable: false);
889 string text2 = chara.GetFavCat().GetName();
890 string @ref = chara.GetFavFood().GetName();
891 Add("favgift".lang(text2.ToLower().ToTitleCase(), @ref));
894 if (chara.IsPC)
895 {
896 n.AddTopic("TopicDomain", "totalFeat".lang(), EClass.player.totalFeat.ToString() ?? "");
897 }
898 text = chara.GetFavWeaponSkill()?.Name ?? Element.Get(100).GetText();
899 text = text + " / " + ("style" + chara.GetFavAttackStyle()).lang();
900 n.AddTopic("TopicDomain", "attackStyle".lang(), text);
901 n.AddTopic("TopicDomain", "armorStyle".lang(), chara.GetFavArmorSkill()?.Name ?? Element.Get(120).GetText());
902 if (chara.IsPC && EClass.pc.c_daysWithGod > 0)
903 {
904 AddText("info_daysWithGod".lang(EClass.pc.c_daysWithGod.ToString() ?? "", EClass.pc.faith.Name));
905 }
906 if (chara.ride != null)
907 {
908 AddText("info_ride".lang(chara.ride.NameBraced));
909 }
910 if (chara.parasite != null)
911 {
912 AddText("info_parasite".lang(chara.parasite.NameBraced));
913 }
915 {
916 AddText("info_criminal".lang());
917 }
919 {
920 n.AddText("LV:" + chara.LV + " exp:" + chara.exp + " next:" + chara.ExpToNext);
921 n.AddText("Luck:" + chara.Evalue(78));
922 }
923 n.Build();
924 void Add(string s)
925 {
926 string[] array = s.Split(':');
927 n.AddTopic("TopicDomain", array[0], (array.Length >= 2) ? array[1].TrimStart(' ') : "").button1.SetActive(enable: false);
928 }
929 void AddText(string s)
930 {
931 n.AddText(" ・ " + s);
932 }
933 }
list. Add(item3)
string TextBio(Chara c)
Definition: Biography.cs:479
string TextBio2(Chara c)
Definition: Biography.cs:484
int ExpToNext
Definition: Card.cs:1884
int c_daysWithGod
Definition: Card.cs:1397
int exp
Definition: Card.cs:382
int Evalue(int ele)
Definition: Card.cs:2431
int LV
Definition: Card.cs:370
SourceCategory.Row GetFavCat()
Definition: Chara.cs:7274
SourceJob.Row job
Definition: Chara.cs:451
string NameBraced
Definition: Chara.cs:499
SourceThing.Row GetFavFood()
Definition: Chara.cs:7254
Chara parasite
Definition: Chara.cs:30
Chara ride
Definition: Chara.cs:27
string GetTextWork(bool simple=false)
Definition: Chara.cs:8235
string GetTextHobby(bool simple=false)
Definition: Chara.cs:8225
AttackStyle GetFavAttackStyle()
Definition: Chara.cs:4261
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:1138
ElementContainer GetDomains()
Definition: Player.cs:1332
int totalFeat
Definition: Player.cs:712
string GetBackgroundText()
Definition: Player.cs:1423
void EditBackgroundText()
Definition: Player.cs:1457
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(), Card.bio, UIItem.button1, Card.c_daysWithGod, UINote.Clear(), EClass.debug, Player.EditBackgroundText(), Card.Evalue(), Card.exp, Card.ExpToNext, Chara.faith, Element.Get(), Player.GetBackgroundText(), 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, 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 363 of file WindowChara.cs.

364 {
366 textName.text = chara.NameSimple;
367 textAlias.text = chara.Aka;
368 textTitle.text = (chara.IsPC ? EClass.player.title : "-");
369 textCurrentZone.text = ((chara.currentZone == null) ? "???" : chara.currentZone.Name);
370 textHomeZone.text = ((chara.homeZone == null) ? "???" : chara.homeZone.Name);
371 textBio.text = chara.job.GetText().ToTitleCase();
372 textBio2.text = bio.TextBio(chara);
373 textBio3.text = bio.TextBio2(chara);
374 textDV.text = "_DV".lang(chara.DV.ToString() ?? "", chara.PV.ToString() ?? "");
375 textStyle.text = "_style".lang(Lang._weight(chara.body.GetWeight(armorOnly: true)) ?? "", chara.elements.GetOrCreateElement(chara.GetArmorSkill()).Name, ("style" + chara.body.GetAttackStyle()).lang());
376 textKarma.text = (chara.IsPC ? (EClass.player.karma.ToString() ?? "") : "???");
377 textSAN.text = chara.SAN.value.ToString() ?? "";
378 textFame.text = (chara.IsPC ? (EClass.player.fame.ToString() ?? "") : "???");
379 textMoney.text = Lang._currency(chara.GetCurrency(), showUnit: true);
380 textDeposit.text = Lang._currency(chara.IsPC ? EClass.game.cards.container_deposit.GetCurrency() : chara.c_allowance, showUnit: true);
381 string text = "deepestLv2".lang((chara.IsPCFaction ? EClass.player.stats.deepest : chara.LV).ToString() ?? "");
382 if (chara.IsPCFaction && EClass.player.CountKeyItem("license_void") > 0)
383 {
384 text = text + " " + "deepestLv3".lang(Mathf.Abs(EClass.game.spatials.Find("void").GetDeepestLv()).ToString() ?? "");
385 }
386 textDeepest.text = text;
387 textAssets.text = (chara.IsPC ? "tGameTime".lang(EClass.player.stats.days.ToFormat(), EClass.player.stats.turns.ToFormat()) : "???");
388 textTerritory.text = (chara.IsPC ? (EClass.pc.faction.CountTerritories().ToString() ?? "") : "???");
394 }
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:3652
int c_allowance
Definition: Card.cs:1253
string NameSimple
Definition: Card.cs:2015
AttackStyle GetAttackStyle()
Definition: CharaBody.cs:427
int GetWeight(bool armorOnly=false)
Definition: CharaBody.cs:384
override int GetArmorSkill()
Definition: Chara.cs:7101
override bool IsPCFaction
Definition: Chara.cs:656
override int DV
Definition: Chara.cs:714
Zone currentZone
Definition: Chara.cs:240
string Aka
Definition: Chara.cs:201
Stats SAN
Definition: Chara.cs:967
override int PV
Definition: Chara.cs:743
Zone homeZone
Definition: Chara.cs:252
static Game game
Definition: EClass.cs:8
Element GetOrCreateElement(Element ele)
int CountTerritories()
Definition: FACTION.cs:227
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:685
Stats stats
Definition: Player.cs:817
int CountKeyItem(string alias)
Definition: Player.cs:1946
int fame
Definition: Player.cs:688
Zone Find(string id)
virtual string Name
Definition: Spatial.cs:495
ButtonElement buttonVigor
Definition: WindowChara.cs:111
ButtonElement buttonMana
Definition: WindowChara.cs:107
ButtonElement buttonLife
Definition: WindowChara.cs:109
void RefreshStatus()
Definition: WindowChara.cs:296
UIList listEquipment
Definition: WindowChara.cs:75
ButtonElement buttonSpeed
Definition: WindowChara.cs:113
int GetDeepestLv()
Definition: Zone.cs:2815

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 504 of file WindowChara.cs.

505 {
506 contentList.DestroyChildren();
507 note.Clear();
508 note.RebuildLayout();
509 UIList list = default(UIList);
510 if (idTab == 1)
511 {
512 List("skillsGeneral", "general");
513 List("skillsCraft", "craft");
514 List("skillsCombat", "combat");
515 List("skillsWeapon", "weapon");
516 }
517 else if (idTab == 2)
518 {
520 if (featMode)
521 {
522 List("availableFeats", "general");
523 List("availableFeats_special", "special");
524 List("availableFeats_skill", "skill");
525 List("availableFeats_attribute", "attribute");
526 return;
527 }
528 Header("mutation", null);
529 ListFeat();
530 list.callbacks = new UIList.Callback<Feat, ButtonElement>
531 {
532 onClick = delegate(Feat a, ButtonElement b)
533 {
536 },
537 onInstantiate = delegate(Feat a, ButtonElement b)
538 {
540 },
541 onList = delegate
542 {
543 foreach (Element item in chara.elements.ListElements((Element a) => a.source.category == "mutation" && a.Value != 0))
544 {
545 list.Add(item);
546 }
547 }
548 };
549 list.List();
550 if (list.items.Count == 0)
551 {
552 _header.SetActive(enable: false);
553 list.SetActive(enable: false);
554 }
555 Header("etherDisease", null);
556 ListFeat();
557 list.callbacks = new UIList.Callback<Feat, ButtonElement>
558 {
559 onClick = delegate(Feat a, ButtonElement b)
560 {
563 },
564 onInstantiate = delegate(Feat a, ButtonElement b)
565 {
567 },
568 onList = delegate
569 {
570 foreach (Element item2 in chara.elements.ListElements((Element a) => a.source.category == "ether" && a.Value != 0))
571 {
572 list.Add(item2);
573 }
574 }
575 };
576 list.List();
577 if (list.items.Count == 0)
578 {
579 _header.SetActive(enable: false);
580 list.SetActive(enable: false);
581 }
582 Header("innateFeats", null);
583 ListFeat();
584 list.callbacks = new UIList.Callback<Feat, ButtonElement>
585 {
586 onClick = delegate(Feat a, ButtonElement b)
587 {
590 },
591 onInstantiate = delegate(Feat a, ButtonElement b)
592 {
594 },
595 onList = delegate
596 {
597 foreach (Element item3 in chara.elements.ListElements((Element a) => a.source.category == "feat" && a.HasTag("innate") && a.Value != 0))
598 {
599 list.Add(item3);
600 }
601 }
602 };
603 list.List();
604 Header("feats", null);
605 ListFeat();
606 list.callbacks = new UIList.Callback<Feat, ButtonElement>
607 {
608 onClick = delegate(Feat a, ButtonElement b)
609 {
612 },
613 onInstantiate = delegate(Feat a, ButtonElement b)
614 {
616 },
617 onList = delegate
618 {
619 foreach (Element item4 in chara.elements.ListElements((Element a) => a.source.category == "feat" && !a.HasTag("innate") && a.Value != 0))
620 {
621 list.Add(item4);
622 }
623 },
624 onSort = (Feat a, UIList.SortMode m) => a.GetSortVal(m)
625 };
626 list.ChangeSort(UIList.SortMode.ByID);
627 list.List();
628 }
629 else if (idTab == 3)
630 {
631 Header("resistance", null);
632 headerEquip.SetText("resistance".lang());
633 ListResist();
634 list.callbacks = new UIList.Callback<Element, ButtonElement>
635 {
636 onInstantiate = delegate(Element a, ButtonElement b)
637 {
638 b.SetGrid(a, chara);
639 },
640 onList = delegate
641 {
642 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)))
643 {
644 list.Add(chara.elements.GetOrCreateElement(item5.id));
645 }
646 }
647 };
648 list.List();
649 }
650 else if (idTab == 4)
651 {
653 List<Element> eles = chara.elements.ListElements(delegate(Element a)
654 {
655 if (a.source.tag.Contains("godAbility") || a.source.categorySub == "god")
656 {
657 return false;
658 }
659 if (a.IsFlag)
660 {
661 if (a.Value == 0)
662 {
663 return false;
664 }
665 }
666 else
667 {
668 if (a.vSource != 0)
669 {
670 if (a.source.IsWeaponEnc)
671 {
672 return true;
673 }
674 int id = a.id;
675 if ((uint)(id - 55) <= 2u || id == 68 || id == 93)
676 {
677 return true;
678 }
679 }
680 if ((a.owner == chara.elements && a.vLink == 0 && !a.IsFactionElement(chara)) || a.source.category == "resist")
681 {
682 return false;
683 }
684 }
685 return true;
686 });
687 eles.Sort((Element a, Element b) => a.SortVal(charaSheet: true) - b.SortVal(charaSheet: true));
688 string[] skillCats = new string[7] { "general", "labor", "mind", "stealth", "combat", "craft", "weapon" };
689 Header("enchant", null);
690 headerEquip.SetText("enchant".lang());
691 ListResist();
692 list.callbacks = new UIList.Callback<Element, ButtonElement>
693 {
694 onInstantiate = delegate(Element a, ButtonElement b)
695 {
696 b.SetGrid(a, chara);
697 },
698 onList = delegate
699 {
700 foreach (Element item6 in eles)
701 {
702 if (!skillCats.Contains(item6.source.categorySub))
703 {
704 list.Add(item6);
705 }
706 }
707 }
708 };
709 list.List();
710 Header("skill", null);
711 ListResist();
712 list.callbacks = new UIList.Callback<Element, ButtonElement>
713 {
714 onInstantiate = delegate(Element a, ButtonElement b)
715 {
716 b.SetGrid(a, chara);
717 },
718 onList = delegate
719 {
720 foreach (Element item7 in eles)
721 {
722 if (skillCats.Contains(item7.source.categorySub))
723 {
724 list.Add(item7);
725 }
726 }
727 }
728 };
729 list.List();
730 }
731 else if (idTab == 5)
732 {
733 Header("note", null);
734 note.transform.SetAsLastSibling();
736 }
737 void Header(string lang, string lang2)
738 {
740 _header.SetText(lang);
741 if (lang2 != null)
742 {
743 Util.Instantiate(moldHeader2, contentList).SetText(lang2);
744 }
745 }
746 void List(string lang, string idSubCat)
747 {
748 List<string> cats = new List<string>();
749 cats.Add(idSubCat);
750 if (idSubCat == "general")
751 {
752 cats.Add("labor");
753 cats.Add("mind");
754 cats.Add("stealth");
755 }
756 Header(lang, null);
757 ListSkill();
758 list.callbacks = new UIList.Callback<Element, ButtonElement>
759 {
760 onClick = delegate(Element a, ButtonElement b)
761 {
764 },
765 onInstantiate = delegate(Element a, ButtonElement b)
766 {
768 },
769 onList = delegate
770 {
771 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)))
772 {
773 list.Add(item8);
774 }
775 },
776 onSort = (Element c, UIList.SortMode m) => EClass.sources.elements.alias[c.source.aliasParent].id * -10000 - c.id
777 };
778 list.List(UIList.SortMode.ByElementParent);
779 }
780 void List(string lang, string idSubCat)
781 {
782 Header(lang, "cost");
783 ListFeatPurchase();
784 UIList _list = list;
785 _list.callbacks = new UIList.Callback<Element, ButtonElement>
786 {
787 onClick = delegate(Element a, ButtonElement b)
788 {
790 {
791 SE.BeepSmall();
792 }
793 else if (EClass.pc.feat < a.CostLearn)
794 {
795 SE.BeepSmall();
796 Msg.Say("notEnoughFeatPoint");
797 }
798 else
799 {
800 Dialog.YesNo("dialogBuyFeat".lang(a.CostLearn.ToString() ?? "", a.FullName), delegate
801 {
802 EClass.pc.feat -= a.CostLearn;
803 EClass.pc.SetFeat(a.id, a.Value, msg: true);
804 RefreshSkill(idTab);
805 RefreshFeatMode();
806 RefreshStatic();
807 this.RebuildLayout(recursive: true);
808 });
809 }
810 },
811 onInstantiate = delegate(Element a, ButtonElement b)
812 {
813 b.SetElement(a, chara.elements, ButtonElement.Mode.FeatPurchase);
814 },
815 onList = delegate
816 {
817 foreach (Element item9 in chara.ListAvailabeFeats(pet: false, EClass.game.config.showAllFeat))
818 {
819 if (item9.source.categorySub == idSubCat)
820 {
821 _list.Add(item9);
822 }
823 }
824 }
825 };
826 _list.List();
827 }
828 void ListFeat()
829 {
831 }
832 void ListFeatPurchase()
833 {
835 }
836 void ListResist()
837 {
839 }
840 void ListSkill()
841 {
843 }
844 }
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:8949
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:483
int ValueWithoutLink
Definition: ELEMENT.cs:284
int id
Definition: ELEMENT.cs:240
SourceElement.Row source
Definition: ELEMENT.cs:263
virtual bool IsPurchaseFeatReqMet(ElementContainer owner, int lv=-1)
Definition: ELEMENT.cs:904
ElementContainer owner
Definition: ELEMENT.cs:256
bool HasTag(string tag)
Definition: ELEMENT.cs:463
virtual string FullName
Definition: ELEMENT.cs:296
int GetSortVal(UIList.SortMode m)
Definition: ELEMENT.cs:834
int Value
Definition: ELEMENT.cs:282
int vLink
Definition: ELEMENT.cs:250
int vSource
Definition: ELEMENT.cs:252
virtual int CostLearn
Definition: ELEMENT.cs:304
bool IsFlag
Definition: ELEMENT.cs:292
int SortVal(bool charaSheet=false)
Definition: ELEMENT.cs:452
Definition: FEAT.cs:249
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:131
UIHeader moldHeader
Definition: WindowChara.cs:119
UIList moldListResist
Definition: WindowChara.cs:127
Transform contentList
Definition: WindowChara.cs:133
UIHeader _header
Definition: WindowChara.cs:159
UIHeader moldHeader2
Definition: WindowChara.cs:121
UIList moldListFeat
Definition: WindowChara.cs:129
UIHeader headerEquip
Definition: WindowChara.cs:123
void RefreshFeatMode()
Definition: WindowChara.cs:249
UIList moldListSkill
Definition: WindowChara.cs:125

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 262 of file WindowChara.cs.

263 {
264 textHealth.text = chara.hp + "/" + chara.MaxHP;
265 textMood.text = chara.mana.value + "/" + chara.mana.max;
267 Sprite @object = Portrait.modPortraitBGs.GetItem(chara.GetStr(23) ?? "BG_1").GetObject();
268 @object.texture.filterMode = FilterMode.Bilinear;
269 portrait.image.sprite = @object;
270 @object = Portrait.modPortraitBGFs.GetItem(chara.GetStr(24) ?? "BGF_1").GetObject();
271 @object.texture.filterMode = FilterMode.Bilinear;
272 portrait.imageFrame.sprite = @object;
275 listAttaribute.callbacks = new UIList.Callback<Element, ButtonElement>
276 {
277 onClick = delegate(Element a, ButtonElement b)
278 {
281 },
282 onInstantiate = delegate(Element a, ButtonElement b)
283 {
284 b.SetElement(a, chara.elements, ButtonElement.Mode.Attribute);
285 }
286 };
287 List<Element> list = chara.elements.ListElements((Element a) => a.HasTag("primary"));
288 list.Sort((Element a, Element b) => a.source.sort - b.source.sort);
289 foreach (Element item in list)
290 {
292 }
294 }
string GetStr(int id, string defaultStr=null)
Definition: BaseCard.cs:54
override int MaxHP
Definition: Chara.cs:693
Stats mana
Definition: Chara.cs:963
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:73
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 296 of file WindowChara.cs.

297 {
298 layoutStatus.DestroyChildren();
299 foreach (Stats item in new List<Stats> { chara.hunger, chara.burden, chara.stamina, chara.depression, chara.bladder, chara.hygiene })
300 {
302 }
303 foreach (Condition condition in chara.conditions)
304 {
305 AddStatus(condition);
306 }
307 if (layoutStatus.transform.childCount == 1)
308 {
309 AddStatus(null);
310 }
311 layoutStatus.RebuildLayout();
312 }
Stats depression
Definition: Chara.cs:957
List< Condition > conditions
Definition: Chara.cs:196
Stats hunger
Definition: Chara.cs:951
Stats bladder
Definition: Chara.cs:959
Stats stamina
Definition: Chara.cs:955
Stats burden
Definition: Chara.cs:953
Definition: Stats.cs:5
void AddStatus(BaseStats st)
Definition: WindowChara.cs:331

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 163 of file WindowChara.cs.

164 {
165 Instance = this;
166 chara = c;
167 portrait.interactable = chara.IsPC;
169 if (window.setting.tabs.Count > 6)
170 {
171 window.setting.tabs[6].button.SetActive(chara.IsPC);
172 }
173 if (window.idTab == 6 && !chara.IsPC)
174 {
176 }
177 }
static WindowChara Instance
Definition: WindowChara.cs:9
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 213 of file WindowChara.cs.

214 {
215 string currentId = chara.GetStr(23) ?? "BG_1";
216 currentId = Portrait.modPortraitBGs.GetNextID(currentId, a);
217 if (currentId == "BG_1")
218 {
219 currentId = null;
220 }
221 chara.SetStr(23, currentId);
223 }
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 225 of file WindowChara.cs.

226 {
227 string currentId = chara.GetStr(24) ?? "BGF_1";
228 currentId = Portrait.modPortraitBGFs.GetNextID(currentId, a);
229 if (currentId == "BGF_1")
230 {
231 currentId = null;
232 }
233 chara.SetStr(24, currentId);
235 }

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

◆ ToggleFeatMode()

void WindowChara.ToggleFeatMode ( )
inline

Definition at line 237 of file WindowChara.cs.

238 {
241 buttonFeatOption.SetActive(featMode);
243 {
244 EClass.game.config.showAllFeat = a;
246 });
247 }
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 179 of file WindowChara.cs.

180 {
181 rectEquip.anchoredPosition = new Vector2(scrollSkill.content.anchoredPosition.x + equipPos.x, equipPos.y);
182 }
Vector2 equipPos
Definition: WindowChara.cs:151
UIScrollView scrollSkill
Definition: WindowChara.cs:105

References equipPos, and scrollSkill.

Member Data Documentation

◆ _header

UIHeader WindowChara._header
private

Definition at line 159 of file WindowChara.cs.

◆ barColor1

float WindowChara.barColor1

Definition at line 155 of file WindowChara.cs.

Referenced by AddNeeds().

◆ barColor2

float WindowChara.barColor2

Definition at line 157 of file WindowChara.cs.

Referenced by AddNeeds().

◆ buttonFeatMode

UIButton WindowChara.buttonFeatMode

Definition at line 137 of file WindowChara.cs.

Referenced by OnSwitchContent(), and RefreshFeatMode().

◆ buttonFeatOption

UIButton WindowChara.buttonFeatOption

Definition at line 139 of file WindowChara.cs.

Referenced by OnSwitchContent(), and ToggleFeatMode().

◆ buttonLife

ButtonElement WindowChara.buttonLife

Definition at line 109 of file WindowChara.cs.

Referenced by RefreshProfile().

◆ buttonMana

ButtonElement WindowChara.buttonMana

Definition at line 107 of file WindowChara.cs.

Referenced by RefreshProfile().

◆ buttonSpeed

ButtonElement WindowChara.buttonSpeed

Definition at line 113 of file WindowChara.cs.

Referenced by RefreshProfile().

◆ buttonVigor

ButtonElement WindowChara.buttonVigor

Definition at line 111 of file WindowChara.cs.

Referenced by RefreshProfile().

◆ chara

◆ colorUnequipped

Color WindowChara.colorUnequipped

Definition at line 149 of file WindowChara.cs.

Referenced by RefreshEquipment().

◆ contentList

Transform WindowChara.contentList

Definition at line 133 of file WindowChara.cs.

◆ equipPos

Vector2 WindowChara.equipPos

Definition at line 151 of file WindowChara.cs.

Referenced by Update().

◆ featMode

bool WindowChara.featMode

Definition at line 153 of file WindowChara.cs.

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

◆ graph

PUIExampleRPGStats WindowChara.graph

Definition at line 81 of file WindowChara.cs.

◆ gridEquip

GridLayoutGroup WindowChara.gridEquip

Definition at line 103 of file WindowChara.cs.

◆ headerEquip

UIHeader WindowChara.headerEquip

Definition at line 123 of file WindowChara.cs.

◆ imageView

Image WindowChara.imageView

Definition at line 141 of file WindowChara.cs.

◆ Instance

WindowChara WindowChara.Instance
static

Definition at line 9 of file WindowChara.cs.

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

◆ layoutNeeds

LayoutGroup WindowChara.layoutNeeds

Definition at line 99 of file WindowChara.cs.

Referenced by AddNeeds().

◆ layoutStatus

LayoutGroup WindowChara.layoutStatus

Definition at line 101 of file WindowChara.cs.

Referenced by AddStatus(), and RefreshStatus().

◆ listAttaribute

UIList WindowChara.listAttaribute

Definition at line 73 of file WindowChara.cs.

Referenced by RefreshStatic().

◆ listEquipment

UIList WindowChara.listEquipment

Definition at line 75 of file WindowChara.cs.

Referenced by RefreshProfile().

◆ listEquipment2

UIList WindowChara.listEquipment2

Definition at line 77 of file WindowChara.cs.

Referenced by OnSwitchContent().

◆ mask

Sprite WindowChara.mask

Definition at line 143 of file WindowChara.cs.

Referenced by OnSwitchContent().

◆ maskResist

Sprite WindowChara.maskResist

Definition at line 145 of file WindowChara.cs.

Referenced by OnSwitchContent().

◆ matItem

Material WindowChara.matItem

Definition at line 147 of file WindowChara.cs.

Referenced by RefreshEquipment().

◆ moldHeader

UIHeader WindowChara.moldHeader

Definition at line 119 of file WindowChara.cs.

◆ moldHeader2

UIHeader WindowChara.moldHeader2

Definition at line 121 of file WindowChara.cs.

◆ moldListFeat

UIList WindowChara.moldListFeat

Definition at line 129 of file WindowChara.cs.

◆ moldListFeatPurchase

UIList WindowChara.moldListFeatPurchase

Definition at line 131 of file WindowChara.cs.

◆ moldListResist

UIList WindowChara.moldListResist

Definition at line 127 of file WindowChara.cs.

◆ moldListSkill

UIList WindowChara.moldListSkill

Definition at line 125 of file WindowChara.cs.

◆ moldNeeds

UIItem WindowChara.moldNeeds

Definition at line 117 of file WindowChara.cs.

Referenced by AddNeeds().

◆ moldStats

UIItem WindowChara.moldStats

Definition at line 115 of file WindowChara.cs.

Referenced by AddStatus().

◆ note

UINote WindowChara.note

Definition at line 79 of file WindowChara.cs.

◆ portrait

Portrait WindowChara.portrait

Definition at line 13 of file WindowChara.cs.

Referenced by OnClickPortrait(), and RefreshStatic().

◆ rectEquip

RectTransform WindowChara.rectEquip

Definition at line 135 of file WindowChara.cs.

◆ scrollSkill

UIScrollView WindowChara.scrollSkill

Definition at line 105 of file WindowChara.cs.

Referenced by Update().

◆ textAffection

UIText WindowChara.textAffection

Definition at line 87 of file WindowChara.cs.

◆ textAlias

UIText WindowChara.textAlias

Definition at line 21 of file WindowChara.cs.

◆ textAssets

UIText WindowChara.textAssets

Definition at line 63 of file WindowChara.cs.

◆ textBio

UIText WindowChara.textBio

Definition at line 25 of file WindowChara.cs.

◆ textBio2

UIText WindowChara.textBio2

Definition at line 27 of file WindowChara.cs.

◆ textBio3

UIText WindowChara.textBio3

Definition at line 29 of file WindowChara.cs.

◆ textBirthday

UIText WindowChara.textBirthday

Definition at line 31 of file WindowChara.cs.

◆ textBirthplace

UIText WindowChara.textBirthplace

Definition at line 43 of file WindowChara.cs.

◆ textCurrentZone

UIText WindowChara.textCurrentZone

Definition at line 69 of file WindowChara.cs.

◆ textDad

UIText WindowChara.textDad

Definition at line 41 of file WindowChara.cs.

◆ textDeepest

UIText WindowChara.textDeepest

Definition at line 67 of file WindowChara.cs.

◆ textDeposit

UIText WindowChara.textDeposit

Definition at line 65 of file WindowChara.cs.

◆ textDominance

UIText WindowChara.textDominance

Definition at line 89 of file WindowChara.cs.

◆ textDV

UIText WindowChara.textDV

Definition at line 95 of file WindowChara.cs.

◆ textExtroversion

UIText WindowChara.textExtroversion

Definition at line 91 of file WindowChara.cs.

◆ textFaction

UIText WindowChara.textFaction

Definition at line 33 of file WindowChara.cs.

◆ textFaith

UIText WindowChara.textFaith

Definition at line 35 of file WindowChara.cs.

◆ textFame

UIText WindowChara.textFame

Definition at line 53 of file WindowChara.cs.

◆ textFavArmor

UIText WindowChara.textFavArmor

Definition at line 93 of file WindowChara.cs.

Referenced by RefreshEquipment().

◆ textHealth

UIText WindowChara.textHealth

Definition at line 17 of file WindowChara.cs.

◆ textHobby

UIText WindowChara.textHobby

Definition at line 47 of file WindowChara.cs.

◆ textHome

UIText WindowChara.textHome

Definition at line 37 of file WindowChara.cs.

◆ textHomeZone

UIText WindowChara.textHomeZone

Definition at line 71 of file WindowChara.cs.

◆ textIncome

UIText WindowChara.textIncome

Definition at line 61 of file WindowChara.cs.

◆ textKarma

UIText WindowChara.textKarma

Definition at line 49 of file WindowChara.cs.

◆ textLaw

UIText WindowChara.textLaw

Definition at line 85 of file WindowChara.cs.

◆ textLike

UIText WindowChara.textLike

Definition at line 45 of file WindowChara.cs.

◆ textMom

UIText WindowChara.textMom

Definition at line 39 of file WindowChara.cs.

◆ textMoney

UIText WindowChara.textMoney

Definition at line 55 of file WindowChara.cs.

◆ textMood

UIText WindowChara.textMood

Definition at line 15 of file WindowChara.cs.

◆ textName

UIText WindowChara.textName

Definition at line 19 of file WindowChara.cs.

◆ textSAN

UIText WindowChara.textSAN

Definition at line 51 of file WindowChara.cs.

◆ textStability

UIText WindowChara.textStability

Definition at line 83 of file WindowChara.cs.

◆ textStyle

UIText WindowChara.textStyle

Definition at line 97 of file WindowChara.cs.

◆ textTax

UIText WindowChara.textTax

Definition at line 57 of file WindowChara.cs.

◆ textTerritory

UIText WindowChara.textTerritory

Definition at line 59 of file WindowChara.cs.

◆ textTitle

UIText WindowChara.textTitle

Definition at line 23 of file WindowChara.cs.

Property Documentation

◆ bio

Biography WindowChara.bio
get

Definition at line 161 of file WindowChara.cs.

Referenced by RefreshInfo(), and RefreshProfile().


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