/// <summary>
 /// Display the skill activation dialog for a specific skill
 /// </summary>
 /// <param name="uuid">UUID of the skill</param>
 public void displaySkill(string uuid)
 {
     // Notify the dialog is now active
     Coordinator.Coordinator.NotifyDialogActive();
     // Show the dialog box with the switched image
     core.SetActive(true);
     description.SwitchImage("SkillDescription/" + uuid);
 }
Example #2
0
 /// <summary>
 /// Initialize this character sprite and skill
 /// </summary>
 /// <param name="uuid">UUID of the character that this instance should represent</param>
 public void InitSprite(string uuid)
 {
     if (uuid != null)
     {
         // Switch image to that of the desired sprite if given
         switchableImage.SwitchImage("Character/" + uuid);
     }
     else
     {
         // Switch off this instance as we don't need them
         gameObject.SetActive(false);
     }
 }
Example #3
0
 /// <summary>
 /// Initialize the current enemy
 /// </summary>
 /// <param name="spritePath">Path to the desired sprite</param>
 /// <param name="skillEffective">Array of skill ID that would be effective in killing this enemy</param>
 /// <param name="minCombo">Minimum combo required to kill this enemy</param>
 public void InitEnemy(string spritePath, string[] skillEffective, int minCombo)
 {
     if (spritePath == "Enemy/ae03f6d8-6ec8-4ec8-8002-9f5cea909e27")
     {
         // Special processing code for this special enemy which has 4 possible type
         int randomType = Core.Orb.GetRandomNumber(1, 5);
         spritePath  += "_" + randomType.ToString();
         minimumCombo = randomType;
     }
     else
     {
         // Load normally
         minimumCombo = minCombo;
     }
     switchImage.SwitchImage(spritePath);
     acceptedSkill = (string[])skillEffective.Clone();
     shieldText.transform.parent.gameObject.SetActive(true);
     shieldText.text = minimumCombo.ToString();
 }
 /// <summary>
 /// Show the end game dialog box
 /// </summary>
 /// <param name="finalMessage">Final message before player leave the game</param>
 public void EndGame(string gameUUID)
 {
     description.SwitchImage("Tips/" + gameUUID);
     core.SetActive(true);
     Coordinator.Coordinator.NotifyDialogActive(); // Block further input from player
 }