protected void OnDeselectCharacterSkill(UICharacterSkill ui)
 {
     if (uiSkillDialog != null)
     {
         uiSkillDialog.Hide();
     }
 }
Beispiel #2
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 protected void OnDeselectCharacterSkill(UICharacterSkill ui)
 {
     if (uiSkillDialog != null)
     {
         uiSkillDialog.onHide.RemoveListener(OnSkillDialogHide);
         uiSkillDialog.Hide();
         uiSkillDialog.onHide.AddListener(OnSkillDialogHide);
     }
 }
Beispiel #3
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 protected void OnSelectCharacterSkill(UICharacterSkill ui)
 {
     if (uiSkillDialog != null)
     {
         uiSkillDialog.selectionManager = CacheSkillSelectionManager;
         uiSkillDialog.Setup(ui.Data, character, ui.IndexOfData);
         uiSkillDialog.Show();
     }
 }
Beispiel #4
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        protected void OnSelectCharacterSkill(UICharacterSkill ui)
        {
            var owningCharacter = BasePlayerCharacterController.OwningCharacter;

            if (owningCharacter != null)
            {
                owningCharacter.RequestAssignHotkey(hotkeyId, HotkeyType.Skill, ui.Skill.DataId);
            }
            Hide();
        }
Beispiel #5
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        public void UpdateData(ICharacterData character)
        {
            this.character = character;
            int selectedSkillId = CacheSkillSelectionManager.SelectedUI != null ? CacheSkillSelectionManager.SelectedUI.Skill.DataId : 0;

            CacheSkillSelectionManager.DeselectSelectedUI();
            CacheSkillSelectionManager.Clear();

            if (character == null)
            {
                CacheSkillList.HideAll();
                return;
            }

            // All skills included equipment skill levels
            displayingSkills = character.GetSkills();

            BaseCharacter database = character.GetDatabase();

            if (database != null)
            {
                CharacterSkill tempCharacterSkill;
                Skill          tempSkill;
                int            tempIndexOfSkill;
                short          tempLevel;
                // Combine skills from database (skill that can level up) and equipment skills
                Dictionary <Skill, short> skillLevels = new Dictionary <Skill, short>();
                skillLevels = GameDataHelpers.CombineSkills(skillLevels, database.CacheSkillLevels);
                skillLevels = GameDataHelpers.CombineSkills(skillLevels, character.GetEquipmentSkills());
                // Filter skills to show by specific skill types / categories
                Dictionary <Skill, short> filteredSkillLevels = new Dictionary <Skill, short>();
                foreach (KeyValuePair <Skill, short> skillLevel in skillLevels)
                {
                    if (string.IsNullOrEmpty(skillLevel.Key.category) ||
                        filterCategories == null || filterCategories.Count == 0 ||
                        filterCategories.Contains(skillLevel.Key.category))
                    {
                        if (filterSkillTypes == null || filterSkillTypes.Count == 0 ||
                            filterSkillTypes.Contains(skillLevel.Key.skillType))
                        {
                            filteredSkillLevels.Add(skillLevel.Key, skillLevel.Value);
                        }
                    }
                }
                skillLevels = filteredSkillLevels;
                // Generate UIs
                CacheSkillList.Generate(skillLevels, (index, skillLevel, ui) =>
                {
                    UICharacterSkill uiCharacterSkill = ui.GetComponent <UICharacterSkill>();
                    tempSkill        = skillLevel.Key;
                    tempIndexOfSkill = character.IndexOfSkill(tempSkill.DataId);
                    // Set character skill data
                    if (tempIndexOfSkill >= 0)
                    {
                        tempCharacterSkill = character.Skills[tempIndexOfSkill];
                    }
                    else
                    {
                        tempCharacterSkill = CharacterSkill.Create(tempSkill, 0);
                    }
                    // Set skill level data
                    tempLevel = 0;
                    if (displayingSkills.ContainsKey(tempSkill))
                    {
                        tempLevel = displayingSkills[tempSkill];
                    }
                    // Set UI data
                    uiCharacterSkill.Setup(new CharacterSkillTuple(tempCharacterSkill, tempLevel), character, tempIndexOfSkill);
                    uiCharacterSkill.Show();
                    UICharacterSkillDragHandler dragHandler = uiCharacterSkill.GetComponentInChildren <UICharacterSkillDragHandler>();
                    if (dragHandler != null)
                    {
                        dragHandler.SetupForSkills(uiCharacterSkill);
                    }
                    CacheSkillSelectionManager.Add(uiCharacterSkill);
                    if (selectedSkillId == skillLevel.Key.DataId)
                    {
                        uiCharacterSkill.OnClickSelect();
                    }
                });
            }
        }
 public void SetupForSkills(UICharacterSkill uiCharacterSkill)
 {
     sourceLocation        = SourceLocation.Skills;
     this.uiCharacterSkill = uiCharacterSkill;
 }
Beispiel #7
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        protected override void UpdateData()
        {
            CharacterHotkey characterHotkey = Data;
            Skill           skill           = characterHotkey.GetSkill();
            Item            item            = characterHotkey.GetItem();

            BasePlayerCharacterEntity owningCharacter = BasePlayerCharacterController.OwningCharacter;

            if (uiCharacterSkill == null && uiCharacterHotkeys != null && uiCharacterHotkeys.uiCharacterSkillPrefab != null)
            {
                uiCharacterSkill = Instantiate(uiCharacterHotkeys.uiCharacterSkillPrefab, transform);
                GenericUtils.SetAndStretchToParentSize(uiCharacterSkill.transform as RectTransform, transform as RectTransform);
                uiCharacterSkill.transform.SetAsFirstSibling();
            }

            if (uiCharacterItem == null && uiCharacterHotkeys != null && uiCharacterHotkeys.uiCharacterItemPrefab != null)
            {
                uiCharacterItem = Instantiate(uiCharacterHotkeys.uiCharacterItemPrefab, transform);
                GenericUtils.SetAndStretchToParentSize(uiCharacterItem.transform as RectTransform, transform as RectTransform);
                uiCharacterItem.transform.SetAsFirstSibling();
            }

            if (uiCharacterSkill != null)
            {
                if (skill == null)
                {
                    uiCharacterSkill.Hide();
                }
                else
                {
                    Dictionary <Skill, short> allSkills = owningCharacter.GetSkills();
                    short skillLevel = 0;
                    if (allSkills.TryGetValue(characterHotkey.GetSkill(), out skillLevel))
                    {
                        int            index          = owningCharacter.IndexOfSkill(characterHotkey.dataId);
                        CharacterSkill characterSkill = index >= 0 ? owningCharacter.Skills[index] : CharacterSkill.Create(characterHotkey.GetSkill(), skillLevel);
                        uiCharacterSkill.Setup(new CharacterSkillTuple(characterSkill, skillLevel), owningCharacter, index);
                        uiCharacterSkill.Show();
                        UICharacterSkillDragHandler dragHandler = uiCharacterSkill.GetComponentInChildren <UICharacterSkillDragHandler>();
                        if (dragHandler != null)
                        {
                            dragHandler.SetupForHotkey(this);
                        }
                    }
                    else
                    {
                        uiCharacterSkill.Hide();
                    }
                }
            }

            if (uiCharacterItem != null)
            {
                if (item == null)
                {
                    uiCharacterItem.Hide();
                }
                else
                {
                    int index = owningCharacter.IndexOfNonEquipItem(characterHotkey.dataId);
                    if (index >= 0 && index < owningCharacter.NonEquipItems.Count)
                    {
                        CharacterItem characterItem = owningCharacter.NonEquipItems[index];
                        uiCharacterItem.Setup(new CharacterItemTuple(characterItem, characterItem.level, InventoryType.NonEquipItems), owningCharacter, index);
                        uiCharacterItem.Show();
                        UICharacterItemDragHandler dragHandler = uiCharacterItem.GetComponentInChildren <UICharacterItemDragHandler>();
                        if (dragHandler != null)
                        {
                            dragHandler.SetupForHotkey(this);
                        }
                    }
                    else
                    {
                        uiCharacterItem.Hide();
                    }
                }
            }
        }
        public override void Show()
        {
            CacheSkillSelectionManager.eventOnSelect.RemoveListener(OnSelectCharacterSkill);
            CacheSkillSelectionManager.eventOnSelect.AddListener(OnSelectCharacterSkill);
            CacheItemSelectionManager.eventOnSelect.RemoveListener(OnSelectCharacterItem);
            CacheItemSelectionManager.eventOnSelect.AddListener(OnSelectCharacterItem);
            BasePlayerCharacterEntity owningCharacter = BasePlayerCharacterController.OwningCharacter;

            if (owningCharacter == null)
            {
                CacheSkillList.HideAll();
                CacheItemList.HideAll();
                return;
            }

            // Skills
            List <CharacterSkill> filterSkills        = new List <CharacterSkill>();
            List <int>            filterSkillsIndexes = new List <int>();
            // Items
            List <CharacterItem> filterItems        = new List <CharacterItem>();
            List <int>           filterItemsIndexes = new List <int>();

            CharacterSkill tempCharacterSkill;

            foreach (KeyValuePair <Skill, short> characterSkill in owningCharacter.CacheSkills)
            {
                tempCharacterSkill = CharacterSkill.Create(characterSkill.Key, characterSkill.Value);
                if (uiCharacterHotkey.CanAssignCharacterSkill(tempCharacterSkill))
                {
                    filterSkills.Add(tempCharacterSkill);
                    filterSkillsIndexes.Add(owningCharacter.IndexOfSkill(tempCharacterSkill.dataId));
                }
            }

            int counter = 0;

            foreach (CharacterItem characterItem in owningCharacter.NonEquipItems)
            {
                if (uiCharacterHotkey.CanAssignCharacterItem(characterItem))
                {
                    filterItems.Add(characterItem);
                    filterItemsIndexes.Add(counter);
                }
                ++counter;
            }

            CacheSkillList.Generate(filterSkills, (index, characterSkill, ui) =>
            {
                UICharacterSkill uiCharacterSkill = ui.GetComponent <UICharacterSkill>();
                uiCharacterSkill.Setup(new CharacterSkillTuple(characterSkill, characterSkill.level), null, filterSkillsIndexes[index]);
                uiCharacterSkill.Show();
                CacheSkillSelectionManager.Add(uiCharacterSkill);
            });

            CacheItemList.Generate(filterItems, (index, characterItem, ui) =>
            {
                UICharacterItem uiCharacterItem = ui.GetComponent <UICharacterItem>();
                uiCharacterItem.Setup(new CharacterItemTuple(characterItem, characterItem.level, InventoryType.NonEquipItems), null, filterItemsIndexes[index]);
                uiCharacterItem.Show();
                CacheItemSelectionManager.Add(uiCharacterItem);
            });
            base.Show();
        }