public bool CommitTimeAction(int timeCost) { if (currentTimeUnits >= timeCost) { currentTimeUnits -= timeCost; timeLabel.SetDynamicText(currentTimeUnits); return(true); } return(false); }
public bool ObtainItem() { // 아직 획득되지 않은 경우 if (bOptained == false) { bOptained = true; // 블록 지역 변수 GameObject textUI = Instantiate(Resources.Load("UI/DynamicText") as Object, this.gameObject.transform) as GameObject; Color color = new Color(1.0f, 1.0f, 1.0f, 1.0f); // 자원 증가 if (enType == ItemType.ITEM_GOLD) { GameManager.SetGold(GameManager.GetGold(true) + iAmount, true); color = new Color(1.0f, 1.0f, 0.0f, 1.0f); } else if (enType == ItemType.ITEM_RUNE) { GameManager.SetRune(GameManager.GetRune(true) + iAmount, true); color = new Color(0.0f, 1.0f, 1.0f, 1.0f); } else if (enType == ItemType.ITEM_NOTE) { int iStageNum = GameObject.Find("Stage").GetComponent <Stage>().iStageNumber; GameManager.stageInfo[iStageNum - 1].bGotNote = true; PlayerPrefs.SetInt("Stage" + iStageNum.ToString() + "Note", 1); color = Color.white; } // 유동 텍스트 생성 및 위치와 색상 적용 if (enType != ItemType.ITEM_NOTE) { DynamicText dynamicText = textUI.GetComponent <DynamicText>(); dynamicText.SetDynamicText(("+" + iAmount), 30, 2.00f, this.gameObject.transform.position, color, new Vector3(0.0f, 1.0f, 0.0f), new Color(0.0f, 0.0f, 0.0f, -0.5f)); } else { DynamicText dynamicText = textUI.GetComponent <DynamicText>(); dynamicText.SetDynamicText("일지 획득!", 30, 2.00f, this.gameObject.transform.position, color, new Vector3(0.0f, 1.0f, 0.0f), new Color(0.0f, 0.0f, 0.0f, -0.5f)); } return(true); } // 이미 획득된 경우 else { return(false); } }
public void Show(IEnumerable <Transform> path) { gameObject.SetActive(true); if (path == null) { return; } transform.position = path.Last().position; if (MovementCost != null) { MovementCost.SetDynamicText(path.Count() - 1); } }
public void UpdateAimAction(int timeUnits) { AimAction.SetDynamicText(timeUnits); }
public void UpdateFireAction(string modeName, int timeUnits) { FireAction.SetDynamicText(modeName, timeUnits); }
public void UpdateReload(int timeUnits) { ReloadAction.SetDynamicText(timeUnits); }
public void UpdateAmmo(int remaining, int total) { Ammo.SetDynamicText(remaining, total); }
public void UpdateTimeUnits(int remaining, int total) { TimeUnits.SetDynamicText(remaining, total); }