#==============================================================================
# ■ Scene_Menu
#------------------------------------------------------------------------------
# メニュー画面の処理を行うクラスです。
#==============================================================================
class Scene_Menu < Scene_MenuBase
#--------------------------------------------------------------------------
# ● 開始処理
#--------------------------------------------------------------------------
def start
super
create_command_window
create_gold_window
create_status_window
end
#--------------------------------------------------------------------------
# ● コマンドウィンドウの作成
#--------------------------------------------------------------------------
def create_command_window
@command_window = Window_MenuCommand.new
@command_window.set_handler(:item, method(:command_item))
@command_window.set_handler(:skill, method(:command_personal))
@command_window.set_handler(:equip, method(:command_personal))
@command_window.set_handler(:status, method(:command_personal))
@command_window.set_handler(:formation, method(:command_formation))
@command_window.set_handler(:save, method(:command_save))
@command_window.set_handler(:game_end, method(:command_game_end))
@command_window.set_handler(:cancel, method(:return_scene))
end
#--------------------------------------------------------------------------
# ● ゴールドウィンドウの作成
#--------------------------------------------------------------------------
def create_gold_window
@gold_window = Window_Gold.new
@gold_window.x = 0
@gold_window.y = Graphics.height - @gold_window.height
end
#--------------------------------------------------------------------------
# ● ステータスウィンドウの作成
#--------------------------------------------------------------------------
def create_status_window
@status_window = Window_MenuStatus.new(@command_window.width, 0)
end
#--------------------------------------------------------------------------
# ● コマンド[アイテム]
#--------------------------------------------------------------------------
def command_item
SceneManager.call(Scene_Item)
end
#--------------------------------------------------------------------------
# ● コマンド[スキル][装備][ステータス]
#--------------------------------------------------------------------------
def command_personal
@status_window.select_last
@status_window.activate
@status_window.set_handler(:ok, method(:on_personal_ok))
@status_window.set_handler(:cancel, method(:on_personal_cancel))
end
#--------------------------------------------------------------------------
# ● コマンド[並び替え]
#--------------------------------------------------------------------------
def command_formation
@status_window.select_last
@status_window.activate
@status_window.set_handler(:ok, method(:on_formation_ok))
@status_window.set_handler(:cancel, method(:on_formation_cancel))
end
#--------------------------------------------------------------------------
# ● コマンド[セーブ]
#--------------------------------------------------------------------------
def command_save
SceneManager.call(Scene_Save)
end
#--------------------------------------------------------------------------
# ● コマンド[ゲーム終了]
#--------------------------------------------------------------------------
def command_game_end
SceneManager.call(Scene_End)
end
#--------------------------------------------------------------------------
# ● 個人コマンド[決定]
#--------------------------------------------------------------------------
def on_personal_ok
case @command_window.current_symbol
when :skill
SceneManager.call(Scene_Skill)
when :equip
SceneManager.call(Scene_Equip)
when :status
SceneManager.call(Scene_Status)
end
end
#--------------------------------------------------------------------------
# ● 個人コマンド[終了]
#--------------------------------------------------------------------------
def on_personal_cancel
@status_window.unselect
@command_window.activate
end
#--------------------------------------------------------------------------
# ● 並び替え[決定]
#--------------------------------------------------------------------------
def on_formation_ok
if @status_window.pending_index >= 0
$game_party.swap_order(@status_window.index,
@status_window.pending_index)
@status_window.pending_index = -1
@status_window.redraw_item(@status_window.index)
else
@status_window.pending_index = @status_window.index
end
@status_window.activate
end
#--------------------------------------------------------------------------
# ● 並び替え[キャンセル]
#--------------------------------------------------------------------------
def on_formation_cancel
if @status_window.pending_index >= 0
@status_window.pending_index = -1
@status_window.activate
else
@status_window.unselect
@command_window.activate
end
end
end