Beispiel #1
0
 //Assigns their hotkey to my skill that's being swapped
 private void AssignDraggedToMine(SkillTreePiece skillTreePieceOfDragged, Skill thisSlotsSkills)
 {
     skillTreePieceOfDragged.setSkill(thisSlotsSkills);
     skillTreePieceOfDragged.getSkill().SlotAssignedTo = (gameObject);
     skillTreePieceOfDragged.getSkill().Hotkey         = new SkillHotkey(DraggableSlot.originalSlot.GetComponent <Slot>().key, thisSlotsSkills);
     DraggableSlot.originalSlot.GetComponent <Image>().sprite = GetComponent <Image>().sprite;
     DraggableSlot.originalParent.GetChild(0).GetComponent <Image>().sprite = GetComponent <Image>().sprite;
 }
Beispiel #2
0
    //This is called every time player levels up
    //It shows player all the upgrades/unlocks available
    public void displayUnlockablesForOneTree(StatsManager sm)
    {
        _sm = sm;
        //try
        //{
        int x = 0;

        //Debug.Log(transform + " : " + skillsUnlocked);
        //Skills with the level requirement met by the player will light up and allow player to unlock/upgrade them if player has unlocked all previous skills
        foreach (SkillTreePiece piece in treePieces)
        {
            if (piece.getUnlocked() == false && piece.getSkill().LvlRequirement <= sm.getCurrentLvl() && sm.getUpgradePnts() > 0 && piece.NumberInTree == skillsUnlocked)
            {
                toggles[x].interactable = true;
            }
            else if (canUpgradeSkill(piece.getSkill()) && piece.getUnlocked())
            {
                toggles[x].interactable = true;
                toggles[x].isOn         = false;
            }
            else if (piece.getUnlocked() && !canUpgradeSkill(piece.getSkill()))
            {
                toggles[x].isOn         = true;
                toggles[x].interactable = false;
            }
            else
            {
                toggles[x].interactable = false;
            }
            x++;
        }

        /*}
         *
         * catch(System.NullReferenceException e)
         * {
         *      Debug.Log ("OH OH: ");
         * }
         */
    }