class CyberwareSlot extends BaseButtonView { private editable var m_IconImageRef : inkImageRef; private var m_SlotEquipArea : gamedataEquipmentArea; private var m_NumSlots : Int32; protected event OnInitialize() { super.OnInitialize(); } public function Setup( equipArea : gamedataEquipmentArea, numSlots : Int32 ) { m_SlotEquipArea = equipArea; m_NumSlots = numSlots; switch( equipArea ) { case gamedataEquipmentArea.SystemReplacementCW: inkImageRef.SetTexturePart( m_IconImageRef, 'slot_brain' ); break; case gamedataEquipmentArea.FrontalCortexCW: inkImageRef.SetTexturePart( m_IconImageRef, 'slot_brain' ); break; case gamedataEquipmentArea.EyesCW: inkImageRef.SetTexturePart( m_IconImageRef, 'slot_eyes' ); break; case gamedataEquipmentArea.HandsCW: inkImageRef.SetTexturePart( m_IconImageRef, 'slot_hands' ); break; case gamedataEquipmentArea.ArmsCW: inkImageRef.SetTexturePart( m_IconImageRef, 'slot_arms' ); break; case gamedataEquipmentArea.LegsCW: inkImageRef.SetTexturePart( m_IconImageRef, 'slot_legs' ); break; case gamedataEquipmentArea.MusculoskeletalSystemCW: inkImageRef.SetTexturePart( m_IconImageRef, 'slot_muscoskeletal' ); break; case gamedataEquipmentArea.NervousSystemCW: inkImageRef.SetTexturePart( m_IconImageRef, 'slot_nervous' ); break; case gamedataEquipmentArea.CardiovascularSystemCW: inkImageRef.SetTexturePart( m_IconImageRef, 'slot_cardiovascular' ); break; case gamedataEquipmentArea.ImmuneSystemCW: inkImageRef.SetTexturePart( m_IconImageRef, 'slot_immune' ); break; case gamedataEquipmentArea.IntegumentarySystemCW: inkImageRef.SetTexturePart( m_IconImageRef, 'slot_skin' ); break; } } public function GetEquipmentArea() : gamedataEquipmentArea { return m_SlotEquipArea; } public function GetNumSlots() : Int32 { return m_NumSlots; } }