public void Set_Abilities(Player_universal.Ability_Typ _abilities)
    {
        int _numbers = 1;

        for (int i = 0; i < _abilitieUIs.Count; i++)
        {
            if (i >= _abilities.slots)
            {
                ShowAbility(_abilitieUIs[i], false);
                continue;
            }
            ShowAbility(_abilitieUIs[i], true);
            if (_abilities.abilities.Count <= i)
            {
                _abilitieUIs[i].ShowEmpty();
                _abilitieUIs[i].SetNumber(_numbers);
                _numbers++;
            }
            else
            {
                _abilitieUIs[i].UpdateDisplay(_abilities.abilities[i]);
                _abilitieUIs[i].SetNumber(_numbers);
                _numbers++;
            }
        }
    }
Exemple #2
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 public void SetSlots(Player_universal.Ability_Typ abilities)
 {
     Debug.Log(abilities.abilities.Count);
     for (int i = 0; i < 8; i++)
     {
         if (i < abilities.slots)
         {
             if (i >= abilities.slots || (DontShowEmptySpace && abilities.abilities.Count <= i))
             {
                 Debug.Log("other here");
                 slots[i].gameObject.SetActive(false);
             }
             else if (abilities.abilities.Count <= i)
             {
                 Debug.Log("Bruuuuuuuu");
                 slots[i].gameObject.SetActive(true);
                 slots[i].SetEmpty();
             }
             else
             {
                 slots[i].gameObject.SetActive(true);
                 slots[i].SetUI(abilities.abilities[i]);
             }
         }
     }
 }
 public void GoToSelectTyp()
 {
     SelectedFolder_p = null;
     SelectedFolder_p = null;
     ability_selected = null;
     CS = currentSelection.selectTyp;
     UI.GetComponent <TestUI>().EmptyBackpack();
     UI.GetComponent <TestUI>().EmptyPlayer();
 }
 public void GoToAbilitySelector(int typ)
 {
     SelectedFolder_p = playerStats.Ability_typs[typ];
     SelectedFolder_b = backpack.abilities[typ];
     BackPackAbilityUI();
     PlayerAbilityUI();
     ability_selected = null;
     CS = currentSelection.selectAbility;
     Seach_in_backpack = false;
 }
    public void GoToAbilitySelector(Player_universal.Ability_Typ SelectedFolder_1, Player_universal.Ability_Typ SelectedFolder_2)
    {
        SelectedFolder_p = SelectedFolder_1;
        SelectedFolder_b = SelectedFolder_2;
        BackPackAbilityUI();
        PlayerAbilityUI();

        ability_selected = null;
        CS = currentSelection.selectAbility;
        UI.GetComponent <TestUI>().EmptyAction();
        Debug.Log(SelectedFolder_p._name);
        SetNumbers(Seach_in_backpack);
    }
Exemple #6
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    public void setPlayerAbilities(Player_universal.Ability_Typ folder)
    {
        if (testUI)
        {
            slots_p = folder.slots;
            playerUI.Set_Abilities(folder);

            return;
        }
        string _string = "";

        for (int i = 0; i < folder.slots; i++)
        {
            if (folder.abilities.Count <= i || folder.abilities[i] == null)
            {
                _string += "Empty   \n";
            }
            else
            {
                _string += folder.abilities[i]._name + "\n";
            }
        }
        abilities_p.text = _string;
    }