// Update is called once per frame void Update() { //doInput(); UpdateMenu(); PersonMono.UpdatePersonInformation(); }
public void ClickNothing() { PersonMono.clickNothing(); if (m_Information.activeInHierarchy) { m_Information.SetActive(false); } }
public void clickSelection() { if (s == Person.SkillList.None) { //关闭对话 PersonMono.clickNothing(); return; } //计算s1的收益,消耗体力,重新生成对话 Person player = GameScene.m_Player.GetComponent <PersonMono>().m_person; float nSkill = player.getSkill(s.ToString()) + Mathf.Sqrt(talkTarget.getSkill(s.ToString()) * player.getBase(Person.getSkillBase(s))) / player.getDistance(talkTarget); player.setSkill(s.ToString(), nSkill); nSkill = talkTarget.getSkill(s.ToString()) + Mathf.Sqrt(player.getSkill(s.ToString()) * talkTarget.getBase(Person.getSkillBase(s))); talkTarget.setSkill(s.ToString(), nSkill); for (int i = 0; i < player.friendList.Count; ++i) { if (player.friendList[i].p2 == talkTarget) { Person.RelationShip rs = player.friendList[i]; float minus = (Mathf.Pow(2, (rs.Distance / 6.0f * 0.01f)) - 0.8f) * 100.0f; rs.Distance -= minus; rs.Distance = Mathf.Max(100, rs.Distance); player.friendList[i] = rs; } } player.Skills.Sort(); --GameScene.MovePoint; if (GameScene.MovePoint == 0) { GameScene.NextYeah(); } PersonMono.clickNothing(); PlayerTalkPanel.OpenTalkPanel("超爽"); }
public void setMono(PersonMono pm) { m_PersonMono = pm; }