public void ApplyHUDRecoverMulti(int index, bool isRevivalAp = false, bool isRevivalHp = false, int apNum = 0) { UIComponentSkinner apUpRootComponentSkinner = base.stateManager.battleUiComponents.hudObjectInstanced[index].apUpRootComponentSkinner; UIComponentSkinner hpUpRootComponentSkinner = base.stateManager.battleUiComponents.hudObjectInstanced[index].hpUpRootComponentSkinner; UILabel multiAPNumber = base.stateManager.battleUiComponents.hudObjectInstanced[index].multiAPNumber; GameObject hudApObj = base.stateManager.battleUiComponents.hudObjectInstanced[index].apUpObject; GameObject hudHpObj = base.stateManager.battleUiComponents.hudObjectInstanced[index].hpUpObject; AnimatorFinishEventTrigger component = hudApObj.GetComponent <AnimatorFinishEventTrigger>(); AnimatorFinishEventTrigger component2 = hudHpObj.GetComponent <AnimatorFinishEventTrigger>(); component.OnFinishAnimation = delegate(string str) { NGUITools.SetActiveSelf(hudApObj, false); }; component2.OnFinishAnimation = delegate(string str) { NGUITools.SetActiveSelf(hudHpObj, false); }; apUpRootComponentSkinner.SetSkins(0); hpUpRootComponentSkinner.SetSkins(0); if (isRevivalAp) { apUpRootComponentSkinner.SetSkins(1); if (apNum > 0) { multiAPNumber.text = string.Format("AP+{0}", apNum); } } if (isRevivalHp) { hpUpRootComponentSkinner.SetSkins(1); } }
private IEnumerator WaitAndPlayApUpAnim(int apIndex, float waitingTerm, bool isLast) { IEnumerator wait = this.time.WaitForCertainPeriodTimeAction(waitingTerm, null, null); while (wait.MoveNext()) { object obj = wait.Current; yield return(obj); } GameObject apUpGo = this.apNotes[apIndex].multiAPUpEffect; NGUITools.SetActiveSelf(apUpGo, true); AnimatorFinishEventTrigger apAnimCallback = apUpGo.GetComponent <AnimatorFinishEventTrigger>(); apAnimCallback.OnFinishAnimation = delegate(string str) { NGUITools.SetActiveSelf(apUpGo, false); }; this.MakeActiveAP(apIndex); this.UpdateNumLabel(apIndex + 1); if (isLast) { global::Debug.Log("共有APのUIの最後"); this.RefreshNumLabel(); foreach (Action action in this.HpUpHudActions) { action(); } this.HpUpHudActions.Clear(); foreach (Action action2 in this.HpGaugeUpHudActions) { action2(); } this.isPlayingSharedAp = false; this.HpGaugeUpHudActions.Clear(); } SoundPlayer.PlayBattleRecoverAPSE(); yield break; }