void Update() { //Skill objesini atama. skill = FindObjectOfType <SkillContainer>().skillContainer[id]; //Objelerin icerisindeki textlerin ayarlanmasi. skillName.text = skill.sName; skillIcon.sprite = skill.sIcon; skillTime.text = skill.sHour + " Saat :" + skill.sMinute + " Dakika"; skillLevel.text = skill.sLevel.ToString(); //Seviye bari her level atlandiginda sifirlanmasi icin kucukbir matemariksel islem. float currentTime = 0; if (skill.sLevel > 0) { currentTime = (skill.sHour - FindObjectOfType <SkillContainer>().neededTimes[skill.sLevel]); } else { currentTime = skill.sHour; } //Bir resim objesinin uzunlugunu degistirerek seviye bari yaprim skillBar.sizeDelta = new Vector2(1235 * (currentTime / FindObjectOfType <SkillContainer>().neededTimes[skill.sLevel + 1]), skillBar.sizeDelta.y); //Yukarda bassettigim hatanin devamli olmamasi icin onlem. GetComponent <RectTransform>().localScale = new Vector3(1.0f, 1.0f, 1.0f); }
//Olusturulan yetenegin kontainara eklenip onun icin bir tane slot objesi olusturuluyor. public void AddSkillToContainer(SkillC skill) { GameObject slot = Instantiate(skillSlotObject); slot.transform.SetParent(skillContainerPanel.transform); slot.GetComponent <SkillSlot>().id = skillContainer.Count; skillContainer.Add(skill); }
//Create butonuna basildiginda gerceklestirilen fonksiyon. public void Create() { if (skillName.text.Length > 0 && iconId > 0) { //Yeni bir SkillC nesnesi olusturur. SkillC newSkill = new SkillC(skillName.text.ToString()); //Olusturulan nesnenin ikon atamasini yapar. newSkill.sIcon = Resources.Load <Sprite>(iconId.ToString()); //Olusturulan nesneyi yetenek kontainarina ekler. FindObjectOfType <SkillContainer>().AddSkillToContainer(newSkill); Debug.Log("Skill Object Created Skill Name: " + skillName.text.ToString()); //Menuyu kapatir. gameObject.SetActive(false); } }
public void RpcSkillC() { SkillC skillC = GetComponentInChildren <SkillC>(); skillC.Show(); }