// Start is called before the first frame update void Start() { Instance = this; CombatEntity = EntityFactory.Create <CombatEntity>(); CombatEntity.AddComponent <SkillPreviewComponent>(); //CombatEntity.GetComponent<MotionComponent>().Enable = false; SkillConfigObject config = Resources.Load <SkillConfigObject>("SkillConfigs/Skill_1001_黑火球术"); SkillAbility abilityA = CombatEntity.AttachSkill <Skill1001Entity>(config); CombatEntity.BindSkillInput(abilityA, KeyCode.Q); config = Resources.Load <SkillConfigObject>("SkillConfigs/Skill_1002_炎爆"); abilityA = CombatEntity.AttachSkill <Skill1002Entity>(config); CombatEntity.BindSkillInput(abilityA, KeyCode.W); config = Resources.Load <SkillConfigObject>("SkillConfigs/Skill_1004_血红激光炮"); abilityA = CombatEntity.AttachSkill <Skill1004Ability>(config); CombatEntity.BindSkillInput(abilityA, KeyCode.E); AnimTimer.MaxTime = AnimTime; }
// Start is called before the first frame update void Start() { Instance = this; CombatEntity = Entity.CreateWithParent <CombatEntity>(CombatContext.Instance); CombatEntity.AddComponent <SkillPreviewComponent>(); //CombatEntity.GetComponent<MotionComponent>().Enable = false; #if EGAMEPLAY_EXCEL var config = ConfigHelper.Get <SkillConfig>(1001); SkillAbility ability = CombatEntity.AttachSkill <SkillAbility>(config); CombatEntity.BindSkillInput(ability, KeyCode.Q); config = ConfigHelper.Get <SkillConfig>(1002); ability = CombatEntity.AttachSkill <SkillAbility>(config); CombatEntity.BindSkillInput(ability, KeyCode.W); config = ConfigHelper.Get <SkillConfig>(1004); ability = CombatEntity.AttachSkill <SkillAbility>(config); CombatEntity.BindSkillInput(ability, KeyCode.E); #else SkillConfigObject config = Resources.Load <SkillConfigObject>("SkillConfigs/Skill_1001_黑火球术"); SkillAbility ability = CombatEntity.AttachSkill <SkillAbility>(config); CombatEntity.BindSkillInput(ability, KeyCode.Q); config = Resources.Load <SkillConfigObject>("SkillConfigs/Skill_1002_炎爆"); ability = CombatEntity.AttachSkill <SkillAbility>(config); CombatEntity.BindSkillInput(ability, KeyCode.W); config = Resources.Load <SkillConfigObject>("SkillConfigs/Skill_1004_血红激光炮"); ability = CombatEntity.AttachSkill <SkillAbility>(config); CombatEntity.BindSkillInput(ability, KeyCode.E); config = Resources.Load <SkillConfigObject>("SkillConfigs/Skill_1005_火弹"); ability = CombatEntity.AttachSkill <SkillAbility>(config); CombatEntity.BindSkillInput(ability, KeyCode.R); #endif for (int i = InventoryPanelTrm.childCount; i > 0; i--) { GameObject.Destroy(InventoryPanelTrm.GetChild(i - 1).gameObject); } var allItemConfigs = ConfigHelper.GetAll <EquipmentConfig>(); foreach (var item in allItemConfigs) { var itemObj = GameObject.Instantiate(ItemPrefab); itemObj.transform.parent = InventoryPanelTrm; itemObj.transform.Find("Icon").GetComponent <UnityEngine.UI.Image>().sprite = Resources.Load <Sprite>($"Icons/{item.Value.Name}"); var text = itemObj.transform.Find("Text").GetComponent <UnityEngine.UI.Text>(); text.text = $"+{item.Value.Value}"; if (item.Value.Attribute == "AttackPower") { text.color = Color.red; } itemObj.GetComponent <UnityEngine.UI.Button>().onClick.AddListener(() => { if (EquipmentPanelTrm.childCount >= 4) { return; } var equipObj = GameObject.Instantiate(ItemPrefab); equipObj.transform.parent = EquipmentPanelTrm; equipObj.transform.Find("Icon").GetComponent <UnityEngine.UI.Image>().sprite = Resources.Load <Sprite>($"Icons/{item.Value.Name}"); var equipText = equipObj.transform.Find("Text").GetComponent <UnityEngine.UI.Text>(); equipText.text = $"+{item.Value.Value}"; if (item.Value.Attribute == "AttackPower") { equipText.color = Color.red; } var itemData = Entity.CreateWithParent <ItemData>(CombatEntity); equipObj.name = $"{itemData.Id}"; itemData.ConfigId = item.Value.Id; CombatEntity.AddItemData(itemData); equipObj.GetComponent <UnityEngine.UI.Button>().onClick.AddListener(() => { var id = long.Parse(equipObj.name); CombatEntity.RemoveItemData(id); GameObject.Destroy(equipObj); }); }); } AnimTimer.MaxTime = AnimTime; }