| 58 | } |
| 59 | |
| 60 | void Scene_Status::vUpdate() { |
| 61 | gold_window->Update(); |
| 62 | paramstatus_window->Update(); |
| 63 | equip_window->Update(); |
| 64 | |
| 65 | if (Input::IsTriggered(Input::CANCEL)) { |
| 66 | Main_Data::game_system->SePlay(Main_Data::game_system->GetSystemSE(Main_Data::game_system->SFX_Cancel)); |
| 67 | Scene::Pop(); |
| 68 | } else if (actors.size() > 1 && Input::IsTriggered(Input::RIGHT)) { |
| 69 | Main_Data::game_system->SePlay(Main_Data::game_system->GetSystemSE(Main_Data::game_system->SFX_Cursor)); |
| 70 | actor_index = (actor_index + 1) % actors.size(); |
| 71 | Scene::Push(std::make_shared<Scene_Status>(actors, actor_index), true); |
| 72 | } else if (actors.size() > 1 && Input::IsTriggered(Input::LEFT)) { |
| 73 | Main_Data::game_system->SePlay(Main_Data::game_system->GetSystemSE(Main_Data::game_system->SFX_Cursor)); |
| 74 | actor_index = actor_index - 1; |
| 75 | if (actor_index < 0) { |
| 76 | actor_index = actors.size() - 1; |
| 77 | } |
| 78 | Scene::Push(std::make_shared<Scene_Status>(actors, actor_index), true); |
| 79 | } |
| 80 | } |