#==============================================================================
# ■ Scene_Menu
#------------------------------------------------------------------------------
# 处理菜单画面的类。
#==============================================================================
class Scene_Menu < Scene_Base
#--------------------------------------------------------------------------
# ● 初始化对像
# menu_index : 命令窗口光标初始位置
#--------------------------------------------------------------------------
def initialize(menu_index = 0)
@menu_index = menu_index
end
#--------------------------------------------------------------------------
# ● 开始处理
#--------------------------------------------------------------------------
def start
super
create_menu_background
create_command_window
@gold_window = Window_Gold.new(0, 360)
@status_window = Window_MenuStatus.new(160, 0)
end
#--------------------------------------------------------------------------
# ● 结束处理
#--------------------------------------------------------------------------
def terminate
super
dispose_menu_background
@command_window.dispose
@gold_window.dispose
@status_window.dispose
end
#--------------------------------------------------------------------------
# ● 更新画面
#--------------------------------------------------------------------------
def update
super
update_menu_background
@command_window.update
@gold_window.update
@status_window.update
if @command_window.active
update_command_selection
elsif @status_window.active
update_actor_selection
end
end
#--------------------------------------------------------------------------
# ● 生成命令窗口
#--------------------------------------------------------------------------
def create_command_window
s1 = Vocab::item
s2 = Vocab::equip
s3 = Vocab::save
s4 = Vocab::game_end
@command_window = Window_Command.new(160, [s1, s2, s3, s4])
@command_window.index = @menu_index
if $game_party.members.size == 0 # 如果队伍为空
@command_window.draw_item(0, false) # 无效化物品选项
@command_window.draw_item(1, false) # 无效化技能选项
@command_window.draw_item(2, false) # 无效化装备选项
@command_window.draw_item(3, false) # 无效化状态选项
end
if $game_system.save_disabled # 如果禁止存档
@command_window.draw_item(4, false) # 无效化存档选项
end
end
#--------------------------------------------------------------------------
# ● 更新命令窗口
#--------------------------------------------------------------------------
def update_command_selection
if Input.trigger?(Input::B)
Sound.play_cancel
$scene = Scene_Map.new
elsif Input.trigger?(Input::C)
if $game_party.members.size == 0 and @command_window.index < 4
Sound.play_buzzer
return
elsif $game_system.save_disabled and @command_window.index == 4
Sound.play_buzzer
return
end
Sound.play_decision
case @command_window.index
when 0 # 物品
$scene = Scene_Item.new
when 1 # 装备
start_actor_selection
when 2 # 存档
$scene = Scene_File.new(true, false, false)
when 3 # 结束游戏
$scene = Scene_End.new
end
end
end
#--------------------------------------------------------------------------
# ● 角色选择开始
#--------------------------------------------------------------------------
def start_actor_selection
@command_window.active = false
@status_window.active = true
if $game_party.last_actor_index < @status_window.item_max
@status_window.index = $game_party.last_actor_index
else
@status_window.index = 0
end
end
#--------------------------------------------------------------------------
# ● 角色选择结束
#--------------------------------------------------------------------------
def end_actor_selection
@command_window.active = true
@status_window.active = false
@status_window.index = -1
end
#--------------------------------------------------------------------------
# ● 角色选择更新
#--------------------------------------------------------------------------
def update_actor_selection
if Input.trigger?(Input::B)
Sound.play_cancel
end_actor_selection
elsif Input.trigger?(Input::C)
$game_party.last_actor_index = @status_window.index
Sound.play_decision
case @command_window.index
when 1 # 装备
$scene = Scene_Equip.new(@status_window.index)
when 2 # 技能
$scene = Scene_Skill.new(@status_window.index)
when 3 # 状态
$scene = Scene_Status.new(@status_window.index)
end
end
end
end