private void SelectBack() { if (Utility.InputSelectBack()) { SlotList[SelectedSlot].GetComponent <ISkillSlot>().State = SkillSlotState.Hovered; SlotList[SelectedSlot].GetComponent <ISkillSlot>().SetAppearance(); switch (State) { case SkillPanelState.SelectBattleArt: BattleArtSelectionList[SelectedBattleArt].GetComponent <BattleArtSelection>().Selected = false; BattleArtSelectionList[SelectedBattleArt].GetComponent <BattleArtSelection>().SetAppearance(); break; case SkillPanelState.SelectPassiveAbility: PassiveAbilitySelectionList[SelectedPassiveAbility].GetComponent <PassiveAbilitySelection>().Selected = false; PassiveAbilitySelectionList[SelectedPassiveAbility].GetComponent <PassiveAbilitySelection>().SetAppearance(); break; } State = SkillPanelState.SelectSlot; } }
private void Confirm() { if (Utility.InputComfirm()) { switch (State) { case SkillPanelState.SelectSlot: SlotList[SelectedSlot].GetComponent <ISkillSlot>().SetState(SkillSlotState.Selected); SlotList[SelectedSlot].GetComponent <ISkillSlot>().SetAppearance(); if (SlotList[SelectedSlot].GetComponent <ISkillSlot>().Type == AbilityType.BattleArt) { State = SkillPanelState.SelectBattleArt; SelectedBattleArt = 0; BattleArtSelectionList[SelectedBattleArt].GetComponent <BattleArtSelection>().Selected = true; BattleArtSelectionList[SelectedBattleArt].GetComponent <BattleArtSelection>().SetAppearance(); } else { State = SkillPanelState.SelectPassiveAbility; SelectedPassiveAbility = 0; PassiveAbilitySelectionList[SelectedPassiveAbility].GetComponent <PassiveAbilitySelection>().Selected = true; PassiveAbilitySelectionList[SelectedPassiveAbility].GetComponent <PassiveAbilitySelection>().SetAppearance(); } break; case SkillPanelState.SelectBattleArt: if (SkillPoint >= EquipCost && !SlotList[SelectedSlot].GetComponent <ISkillSlot>().IsAbilityEquiped()) { SkillPoint -= EquipCost; SetSkillPoint(); State = SkillPanelState.SelectSlot; BattleArtSelectionList[SelectedBattleArt].GetComponent <BattleArtSelection>().Selected = false; BattleArtSelectionList[SelectedBattleArt].GetComponent <BattleArtSelection>().SetAppearance(); SlotList[SelectedSlot].GetComponent <ISkillSlot>().SetState(SkillSlotState.Hovered); SlotList[SelectedSlot].GetComponent <ISkillSlot>().SetAppearance(); SlotList[SelectedSlot].GetComponent <ISkillSlot>().Equip(BattleArtSelectionList[SelectedBattleArt].GetComponent <BattleArtSelection>().Ability); SlotList[SelectedSlot].GetComponent <ISkillSlot>().SetSlot(); } break; case SkillPanelState.SelectPassiveAbility: if (SkillPoint >= EquipCost && !SlotList[SelectedSlot].GetComponent <ISkillSlot>().IsAbilityEquiped()) { SkillPoint -= EquipCost; SetSkillPoint(); State = SkillPanelState.SelectSlot; PassiveAbilitySelectionList[SelectedPassiveAbility].GetComponent <PassiveAbilitySelection>().Selected = false; PassiveAbilitySelectionList[SelectedPassiveAbility].GetComponent <PassiveAbilitySelection>().SetAppearance(); SlotList[SelectedSlot].GetComponent <ISkillSlot>().SetState(SkillSlotState.Hovered); SlotList[SelectedSlot].GetComponent <ISkillSlot>().SetAppearance(); SlotList[SelectedSlot].GetComponent <ISkillSlot>().Equip(PassiveAbilitySelectionList[SelectedPassiveAbility].GetComponent <PassiveAbilitySelection>().Ability); SlotList[SelectedSlot].GetComponent <ISkillSlot>().SetSlot(); } break; } } }