public void Drag(Vector2 delta) { if (Singleton <ObjManager> .Instance.MainPlayer) { Obj_MainPlayer _mainPlayer = Singleton <ObjManager> .GetInstance().MainPlayer; int nSkillCount = _mainPlayer.NeedSkillBarNum(); if (nSkillCount >= TruntableOpen_SkillNum) { if (!m_bTurning) { if (delta.x > 1 && delta.y > 1) { m_TurnDirection = 1; } else if (delta.x < -1 && delta.y < -1) { m_TurnDirection = -1; } if (m_TurnDirection != 0) { m_Gears += m_TurnDirection * changeGears; if (m_Gears < 0) { m_Gears += skillbarlist.Count; } else if (m_Gears >= skillbarlist.Count) { m_Gears -= skillbarlist.Count; } if (m_Gears == 0) { //if (null != SkillBarLogic.Instance()) // SkillBarLogic.Instance().SwitchXPAndLightButton(true); } else if (m_Gears == changeGears) { //if (null != SkillBarLogic.Instance()) // SkillBarLogic.Instance().SwitchXPAndLightButton(false); } UpdateSkillBarShow_Drag(); m_SkillBarTurnVec.z = speed * Time.deltaTime * m_TurnDirection; m_bTurning = true; } } } } }
public void UpdateSkillBarShow_Drag() { Obj_MainPlayer _mainPlayer = Singleton <ObjManager> .GetInstance().MainPlayer; // 拖动转圈时只显示学会的 for (int i = 0; i < skillbarlist.Count; i++) { bool isLearned = true; if (Singleton <ObjManager> .Instance.MainPlayer != null) { if (i >= _mainPlayer.NeedSkillBarNum()) { isLearned = false; } } skillbarlist[i].SetActive(isLearned); } }