public static ITEM_ICON_TYPE GetItemIconType(SKILL_SLOT_TYPE type)
    {
        ITEM_ICON_TYPE result = ITEM_ICON_TYPE.NONE;

        switch (type)
        {
        case SKILL_SLOT_TYPE.ATTACK:
            result = ITEM_ICON_TYPE.SKILL_ATTACK;
            break;

        case SKILL_SLOT_TYPE.SUPPORT:
            result = ITEM_ICON_TYPE.SKILL_SUPPORT;
            break;

        case SKILL_SLOT_TYPE.HEAL:
            result = ITEM_ICON_TYPE.SKILL_HEAL;
            break;

        case SKILL_SLOT_TYPE.PASSIVE:
            result = ITEM_ICON_TYPE.SKILL_PASSIVE;
            break;

        case SKILL_SLOT_TYPE.GROW:
            result = ITEM_ICON_TYPE.SKILL_GROW;
            break;
        }
        return(result);
    }
    protected override void SetInventoryIsEmptyParam()
    {
        bool is_empty = true;

        if (inventory != null && inventory.datas.Length > 0 && equipItem != null)
        {
            SkillItemTable.SkillSlotData[] skillSlot = equipItem.tableData.GetSkillSlot(equipItem.exceed);
            if (skillSlot != null && skillSlot.Length > slotIndex)
            {
                SKILL_SLOT_TYPE skill_slot_type = skillSlot[slotIndex].slotType;
                Array.ForEach(inventory.datas, delegate(SortCompareData _data)
                {
                    if (is_empty && _data != null)
                    {
                        SkillItemInfo skillItemInfo = _data.GetItemData() as SkillItemInfo;
                        if (skillItemInfo.tableData.type == skill_slot_type)
                        {
                            is_empty = false;
                        }
                    }
                });
            }
        }
        isVisibleEmptySkill = is_empty;
    }
    protected void SetSlotType(SKILL_SLOT_TYPE type)
    {
        switch (type)
        {
        case SKILL_SLOT_TYPE.ATTACK:
            skillTypeON.spriteName  = "skill_plate_r_on";
            skillTypeOFF.spriteName = "skill_plate_attack_off";
            silenceBg.spriteName    = "skill_plate_r_on";
            silenceIcon.spriteName  = "skill_plate_r_lock";
            useEffectNames          = effect_red;
            gaugeMaxSEId            = 40000120;
            break;

        case SKILL_SLOT_TYPE.HEAL:
            skillTypeON.spriteName  = "skill_plate_g_on";
            skillTypeOFF.spriteName = "skill_plate_heal_off";
            silenceBg.spriteName    = "skill_plate_g_on";
            silenceIcon.spriteName  = "skill_plate_g_lock";
            useEffectNames          = effect_green;
            gaugeMaxSEId            = 40000120;
            break;

        case SKILL_SLOT_TYPE.SUPPORT:
            skillTypeON.spriteName  = "skill_plate_b_on";
            skillTypeOFF.spriteName = "skill_plate_off";
            silenceBg.spriteName    = "skill_plate_b_on";
            silenceIcon.spriteName  = "skill_plate_b_lock";
            useEffectNames          = effect_blue;
            gaugeMaxSEId            = 40000120;
            break;
        }
        skillTypeMask.mainTexture = MonoBehaviourSingleton <UISkillButtonGroup> .I.GetMaskTexture(type);
    }
 public void SetInActiveSlot(SKILL_SLOT_TYPE type)
 {
     //IL_0046: Unknown result type (might be due to invalid IL or missing references)
     //IL_0068: Unknown result type (might be due to invalid IL or missing references)
     buttonIndex = -1;
     ReleaseEffects();
     if (coolTimeGuage != null)
     {
         coolTimeGuage.SetPercent(1f, false);
     }
     if (skillIconOff != null)
     {
         skillIconOff.get_gameObject().SetActive(false);
     }
     if (skillIconOn != null)
     {
         skillIconOn.get_gameObject().SetActive(false);
     }
     SetSlotType(type);
     skillTypeOFF.alpha = 0.5f;
     isPrevGaugeMax     = false;
     maxEffect.Init(this);
     silenceBase.SetActive(false);
     skillButton.isEnabled = false;
     btnEnable             = false;
 }
    private bool IsArenaForbidSlotType(SKILL_SLOT_TYPE slotType)
    {
        switch (slotType)
        {
        case SKILL_SLOT_TYPE.ATTACK:
            return(isArenaForbidMagiAttack);

        case SKILL_SLOT_TYPE.SUPPORT:
            return(isArenaForbidMagiSupport);

        case SKILL_SLOT_TYPE.HEAL:
            return(isArenaForbidMagiHeal);

        default:
            return(false);
        }
    }
    public Texture GetMaskTexture(SKILL_SLOT_TYPE type)
    {
        switch (type)
        {
        case SKILL_SLOT_TYPE.ATTACK:
            return(maskTextures[0]);

        case SKILL_SLOT_TYPE.HEAL:
            return(maskTextures[1]);

        case SKILL_SLOT_TYPE.SUPPORT:
            return(maskTextures[2]);

        default:
            return(null);
        }
    }
Example #7
0
 protected void SetVisibleEmptySkillType(bool is_visible, int index = 0)
 {
     isVisibleEmptySkill = is_visible;
     SetActive((Enum)UI.OBJ_EMPTY_SKILL_ROOT, is_visible);
     if (is_visible)
     {
         SKILL_SLOT_TYPE sKILL_SLOT_TYPE = SKILL_SLOT_TYPE.NONE;
         if (equipItem != null)
         {
             SkillItemTable.SkillSlotData[] skillSlot = equipItem.tableData.GetSkillSlot(equipItem.exceed);
             if (skillSlot == null || skillSlot.Length <= index)
             {
                 SetActive((Enum)UI.OBJ_EMPTY_SKILL_ROOT, false);
                 return;
             }
             sKILL_SLOT_TYPE = skillSlot[index].slotType;
         }
         SetLabelText((Enum)UI.LBL_EMPTY_SKILL_TYPE, MonoBehaviourSingleton <StatusManager> .I.GetSkillItemGroupString(sKILL_SLOT_TYPE));
         SetSprite((Enum)UI.SPR_EMPTY_SKILL, UIBehaviour.GetSkillIconSpriteName(sKILL_SLOT_TYPE, true, true));
     }
 }
Example #8
0
 public SkillSlotData(uint id, SKILL_SLOT_TYPE type)
 {
     skill_id = id;
     slotType = type;
 }