Beispiel #1
0
 public void InitializeCooldownFill(NodeRemoveEvent e, SlotCooldownStateNode slot, [JoinByModule] ItemButtonNode itemButton)
 {
     itemButton.itemButton.FinishCooldown();
     if (slot.Entity.HasComponent <InventoryEnabledStateComponent>())
     {
         itemButton.itemButton.Enable();
     }
     else
     {
         itemButton.itemButton.Disable();
     }
 }
        private void StartCooldown(SlotCooldownStateNode slot, ItemButtonComponent item)
        {
            float timeInSec = (((float)slot.inventoryCooldownState.CooldownTime) / 1000f) - (Date.Now.UnityTime - slot.inventoryCooldownState.CooldownStartTime.UnityTime);

            if (!item.isRage)
            {
                item.StartCooldown(timeInSec, slot.Entity.HasComponent <InventoryEnabledStateComponent>());
            }
            else
            {
                item.StartRageCooldown(timeInSec, slot.Entity.HasComponent <InventoryEnabledStateComponent>());
            }
        }
Beispiel #3
0
        private void StartCooldown(SlotCooldownStateNode slot, ItemButtonNode itemButton)
        {
            float timeInSec = (((float)slot.inventoryCooldownState.CooldownTime) / 1000f) - (Date.Now.UnityTime - slot.inventoryCooldownState.CooldownStartTime.UnityTime);

            if (itemButton.itemButton.isRage)
            {
                itemButton.itemButton.StartRageCooldown(timeInSec, slot.Entity.HasComponent <InventoryEnabledStateComponent>());
            }
            else
            {
                itemButton.itemButton.StartCooldown(timeInSec, slot.Entity.HasComponent <InventoryEnabledStateComponent>());
                if (itemButton.itemButton.ammunitionCountWasIncreased && ((itemButton.itemButton.MaxItemAmmunitionCount > 1) && (itemButton.itemButton.ItemAmmunitionCount == 1)))
                {
                    itemButton.itemButton.FinishCooldown();
                }
            }
        }
        public void PlayRageHUDEffect(PlayRageHUDEffectEvent e, TankNode tank, [JoinByUser, Combine] SlotCooldownStateNode slot, [JoinByModule] SingleNode <ItemButtonComponent> hud)
        {
            float cutTime = (((float)slot.inventoryCooldownState.CooldownTime) / 1000f) - (Date.Now.UnityTime - slot.inventoryCooldownState.CooldownStartTime.UnityTime);

            hud.component.CutCooldown(cutTime);
        }
        public void ChangeCooldownSpeedHUDAnimation(BattleUserInventoryCooldownSpeedChangedEvent e, SingleNode <BattleUserInventoryCooldownSpeedComponent> battleUser, [JoinByUser, Combine] SlotCooldownStateNode slot, [JoinByModule] SingleNode <ItemButtonComponent> hud)
        {
            float time = (((float)slot.inventoryCooldownState.CooldownTime) / 1000f) - (Date.Now.UnityTime - slot.inventoryCooldownState.CooldownStartTime.UnityTime);

            hud.component.ChangeCooldown(time, battleUser.component.SpeedCoeff, slot.Entity.HasComponent <InventoryEnabledStateComponent>());
        }
Beispiel #6
0
 public void InitializeCooldownFill(NodeAddedEvent e, SlotCooldownStateNode slot, [Context, JoinByModule] ItemButtonNode itemButton)
 {
     this.StartCooldown(slot, itemButton);
 }