_getPositionY: function(unit, isReverse, alpha) {
var length = this._getTextLength();
var unit = this.getMapPartsTarget();
var x = this._getWindowXPadding();
var y = LayoutControl.getPixelY(unit.getMapY());
var yy = this._getWindowYPadding();
var d = root.getGameAreaHeight() / 2;
var d1 = root.getGameAreaHeight() / 2;
var yBase = LayoutControl.getRelativeY(10) - 28;
var yMin = yBase;
var yMax = root.getGameAreaHeight() - this._getWindowHeight() - yBase;
var textui = this._getWindowTextUI();
var color = textui.getColor();
var font = textui.getFont();
var pic = textui.getUIImage();
var pic2 = root.queryUI('unit_gauge');
var width = this._getWindowWidth();
var height = this._getWindowHeight();
var handle1 = unit.getFaceResourceHandle();
var list = unit.getTurnStateList();// 取得該游標指定腳色的異常狀態列表
var max = list.getCount();//異常狀態數量(類別)顯示
var clm_siz = 26;//異常狀態圖Size
var yhos = (-14+clm_siz);// 顯示異常圖樣基準Y座標基準補正値(以第1個附加狀態為主)
var pic1 = GraphicsRenderer.getGraphics(handle1, GraphicsType.FACE);//自訂義圖片1
var pic3 = root.getMaterialManager().createImage(OT_SimpleFrameSetting.Material, OT_SimpleFrameSetting.GaugeImg);//自訂義圖片3
var unitRenderParam = StructureBuilder.buildUnitRenderParam();
var destWidth = GraphicsFormat.FACE_WIDTH;//參考值
var destHeight = GraphicsFormat.FACE_HEIGHT;//參考值
var xSrc, ySrc;//參考值
var srcWidth = destWidth;//參考值
var srcHeight = destHeight;//參考值
if (pic1 === null) {
return;
}
if (unit === null || unit.getDirection() !== DirectionType.NULL) {
return;
}
if (y > d) {
WindowRenderer.drawStretchWindow(x=-1800, y+100, width+1800, height+400, pic);
}
else if (y <= d) {
WindowRenderer.drawStretchWindow(x=-1800, y+202, width+1800, height+400, pic);
}
else if (y = d) {
WindowRenderer.drawStretchWindow(x=-1800, y, width+1800, height+400, pic);
}
else if (y >= d) {
WindowRenderer.drawStretchWindow(x=-1800, y, width+1800, height+400, pic);
}
else {
WindowRenderer.drawStretchWindow(x=-1800, y, width+1800, height+400, pic);
}
if (y > d1) { //游標移動到腳色時,有遮擋在左下的狀態列時自動移動上方顯示
/*----------------------//背景圖(臉部)------------*/
WindowRenderer.drawStretchWindow(x=-1400, yy=-156-14, width+1800, height+400, pic);
/*--------------------------//背景圖(橫向臉部)--------*/
WindowRenderer.drawStretchWindow(x=-1840, yy=-80, width+2800, height+700, pic);
/*--------------------------------//角色ID位置------------------*/
TextRenderer.drawText(x=110, yy=88, unit.getName(), length, color, font);
/*---------------------//角色職業名稱------------*/
TextRenderer.drawText(x=100, yy=69, unit.getClass().getName(), length, color, font);
/*-------------------------//移動力------------------*/
TextRenderer.drawText(x=37, yy=11, RealBonus.getMov(unit), length, color, font);
/*------------------------------------------------//HP血條------------------*/
ContentRenderer.drawUnitHpZone(x=240, yy=-3, unit, pic2);
;/*------------------------------------------//EP條--------------------*/
ContentRenderer.drawUnitEpZoneSimple(x=215, yy=33, unit, pic3)
/*------------------------------------------//FP條--------------------*/
ContentRenderer.drawUnitFpZoneSimple(x=194, yy=60, unit, pic3);
;/*------------------------------------------------------//等級--------------------*/
ContentRenderer.drawLevelInfo1(x=230, yy=85, unit);
/*-----------------------------------//主要武器位置----------------*/
WeaponTypeRenderer.drawClassWeaponList(x=107, yy=45, unit.getClass());
/*--------------------------------------//新增角色行走圖位置------------------*/
UnitRenderer.drawDefaultUnit(unit, x=928, yy=511, unitRenderParam);
/*--------//地形文字狀態位置--------------------*/
TextRenderer.drawText(x=74, yy=7, unit.getClass().getClassType().getName(), length, color, font);
for (i = 0; i < max ; i++) {
var turnState = list.getData(i);
var state = turnState.getState();

// 異常狀態所用的圖片大小設定
var handle = state.getIconResourceHandle();
//GraphicsRenderer.drawImage(x=122, yy+(i*clm_siz)+yhos, handle, GraphicsType.ICON); //原檔語法
/*-----------//附加狀態----------------*/
GraphicsRenderer.drawImage(x=800-(i*clm_siz)-yhos, yy=511, handle, GraphicsType.ICON);
}

if (root.isLargeFaceUse() && pic.isLargeImage()) {
srcWidth = root.getLargeFaceWidth();
srcHeight = root.getLargeFaceHeight();
}
xSrc = handle1.getSrcX() * srcWidth;
ySrc = handle1.getSrcY() * srcHeight;
/*-//橫向臉圖大小位置--------*/
pic1.drawStretchParts(x=575, yy=448, destWidth=384, destHeight, xSrc, ySrc+97, srcWidth=384, srcHeight);
}
else if (y <= d1) { //游標移動到腳色時,沒遮擋在左下狀態列時的顯示
WindowRenderer.drawStretchWindow(x=-1400, yy=394+13, width+1800, height+400, pic);//以下參考上方
WindowRenderer.drawStretchWindow(x=-1840, yy=-584, width+2800, height+600, pic);
TextRenderer.drawText(x=110, yy=439, unit.getName(), length, color, font);
TextRenderer.drawText(x=100, yy=458, unit.getClass().getName(), length, color, font);
ContentRenderer.drawUnitHpZone(x=240, yy=508, unit, pic2);
ContentRenderer.drawUnitEpZoneSimple(x=215, yy=487, unit, pic3);
ContentRenderer.drawUnitFpZoneSimple(x=194, yy=460, unit, pic3);
ContentRenderer.drawLevelInfo1(x=230, yy=436, unit);
WeaponTypeRenderer.drawClassWeaponList(x=110, yy=493, unit.getClass());
TextRenderer.drawText(x=37, yy=517, RealBonus.getMov(unit), length, color, font);
for (i = 0; i < max ; i++) {
var turnState = list.getData(i);
var state = turnState.getState();

// 異常狀態所用的圖片大小設定
var handle = state.getIconResourceHandle();
//GraphicsRenderer.drawImage(x=122, yy+(i*clm_siz)+yhos, handle, GraphicsType.ICON); //原檔語法
/*-----------//附加狀態----------------*/
GraphicsRenderer.drawImage(x=800-(i*clm_siz)-yhos, yy=7, handle, GraphicsType.ICON);
}

TextRenderer.drawText(x=74, yy=520, unit.getClass().getClassType().getName(), length, color, font);
UnitRenderer.drawDefaultUnit(unit, x=928, yy=7, unitRenderParam);
if (root.isLargeFaceUse() && pic.isLargeImage()) {
srcWidth = root.getLargeFaceWidth();
srcHeight = root.getLargeFaceHeight();
}
xSrc = handle1.getSrcX() * srcWidth;
ySrc = handle1.getSrcY() * srcHeight;
pic1.drawStretchParts(x=575, yy=-56, destWidth=384, destHeight, xSrc, ySrc+97, srcWidth=384, srcHeight);
}
else if (y = d1) {
WindowRenderer.drawStretchWindow(x=0, y, width+1800, height+400, pic);
}
else if (y >= d1) {
WindowRenderer.drawStretchWindow(x=0, y, width+1800, height+400, pic);
}
else {
WindowRenderer.drawStretchWindow(x-1400-96, y, width+1800, height+400, pic);
}
return y > d ? yMin: yMax;
},
_getTextLength: function() {
return ItemRenderer.getItemWindowWidth() - (GraphicsFormat.FACE_WIDTH + this._getInterval());
},
_getInterval: function() {
return 10;
},
_getWindowWidth: function() {
return ItemRenderer.getItemWindowWidth();
},
_getWindowHeight: function() {
return DefineControl.getFaceWindowHeight();
},
_getWindowXPadding: function() {
return DefineControl.getFaceXPadding();
},
_getWindowYPadding: function() {
return DefineControl.getFaceYPadding();
},
_drawShrinkFace1: function(xDest, yDest, handle1, pic1) {
var xSrc, ySrc;
var destWidth = GraphicsFormat.FACE_WIDTH;
var destHeight = GraphicsFormat.FACE_HEIGHT;
var srcWidth = destWidth;
var srcHeight = destHeight;
if (root.isLargeFaceUse() && pic.isLargeImage()) {
srcWidth = root.getLargeFaceWidth();
srcHeight = root.getLargeFaceHeight();
}
xSrc = handle1.getSrcX() * srcWidth;
ySrc = handle1.getSrcY() * srcHeight;
pic1.drawStretchParts(xDest, yDest, destWidth, destHeight, xSrc, ySrc+96, srcWidth, srcHeight);//臉塗大小位置
},
_drawSubInfo: function(x, y, unit, textui) {
var pic2 = root.queryUI('unit_gauge');
x += GraphicsFormat.FACE_WIDTH + this._getInterval();
y += 60;
},
_drawUnitLevel: function(xBase, yBase) {
var x = xBase + 303;
var y = yBase + 10;
ContentRenderer.drawLevelInfo1(x, y, unit);
},
_drawWeaponTypeArea: function(xBase, yBase) {
var dy = this._itemInteraction.getInteractionScrollbar().getScrollbarHeight() - 200;
WeaponTypeRenderer.drawClassWeaponList(xBase, yBase + dy, unit.getClass());
},