Ejemplo n.º 1
0
    public void OnClickUnlockOK()
    {
        List <SkillInfo> SkillList = GameInfo.GetComponent <GameInfo> ().SkillList;

        SkillList [SkillSelect].Unlocked          = true;
        GameInfo.GetComponent <GameInfo> ().Gold -= SkillList [SkillSelect].GoldRequire;
        for (int i = 0; i < SkillList.Count; i++)
        {
            SkillList [i].Used = false;
        }
        SkillList [SkillSelect].Used = true;
        GameInfo.GetComponent <GameInfo> ().Player_SKill_Used = SkillSelect;

        OnClickChooseSkill();
        UnlockSkill.SetActive(false);
    }
Ejemplo n.º 2
0
    public void OnClickSkill(GameObject c)
    {
        SkillSelect = c.GetComponent <Skill> ().SkillNum;
        List <SkillInfo> SkillList = GameInfo.GetComponent <GameInfo> ().SkillList;

        if (!c.GetComponent <Skill> ().Unlocked)
        {
            UnlockSkill.SetActive(true);
            SkillInfo SkillThis = GameInfo.GetComponent <GameInfo> ().SkillList [SkillSelect];
            for (int i = 0; i < SkillObjectList.Count; i++)
            {
                SkillObjectList [i].GetComponent <Skill> ().Destroied();
            }
            UnlockSkill.GetComponent <Text> ().text = "花费" + SkillThis.GoldRequire.ToString() + "金币解锁技能\"" + SkillThis.Name + "\"";
            if (GameInfo.GetComponent <GameInfo> ().Gold >= SkillThis.GoldRequire)
            {
                GameObject.Find("UnlockOK").GetComponent <Button> ().interactable = true;
            }
            else
            {
                GameObject.Find("UnlockOK").GetComponent <Button> ().interactable = false;
            }
        }
        else
        {
            for (int i = 0; i < SkillList.Count; i++)
            {
                SkillList [i].Used = false;
            }
            SkillList [SkillSelect].Used = true;
            for (int i = 0; i < SkillObjectList.Count; i++)
            {
                SkillObjectList[i].GetComponent <Skill> ().Init();
            }
            GameInfo.GetComponent <GameInfo> ().Player_SKill_Used = SkillSelect;
        }
    }
Ejemplo n.º 3
0
    //-----------------------------------------返回按钮
    public void OnClickCancel()
    {
        for (int i = Player_CardObjectList.Count; i > 0; i--)
        {
            Player_CardObjectList [i - 1].GetComponent <Card> ().BeDestroied();;
        }
        Player_CardObjectList.Clear();

        StageParent.SetActive(true);
        ViewCard.SetActive(true);
        ChooseSkill.SetActive(true);
        Cheat_UI.SetActive(true);

        Close.SetActive(false);
        ReadyToUpGrade.SetActive(false);
        ReadyToRemove.SetActive(false);
        UnlockSkill.SetActive(false);
        Title_UI.SetActive(false);
        for (int i = 0; i < SkillObjectList.Count; i++)
        {
            SkillObjectList [i].GetComponent <Skill> ().Destroied();
        }
        SkillObjectList.Clear();
    }
Ejemplo n.º 4
0
 public bool IsAnySkillOnCooldown()
 {
     return(WeaponSkillA?.IsOnCooldown() == true || WeaponSkillB?.IsOnCooldown() == true ||
            UnlockSkill?.IsOnCooldown() == true);
 }
Ejemplo n.º 5
0
 public void OnClickUnlockCancel()
 {
     OnClickChooseSkill();
     UnlockSkill.SetActive(false);
 }