private void SkillFlawEffect(SwitchGameModeEventArgs e) { SkillNameTag skillName = skillManager.GetSkillNameTag(e.CommandTag); Dictionary <SkillComponentTag, EffectData> compInt = skillManager.GetSkillEffect(skillName); int index = 0; Text uiText; Text uiData; string effectName; string effectData; foreach (SkillComponentTag sct in orderedFlawEffect) { if (compInt.ContainsKey(sct)) { uiText = SearchText(orderedUIText[index]); uiData = SearchText(orderedUIData[index]); effectName = skillManager.GetSkillComponentName(sct); effectData = skillManager.GetSkillEffectName(sct, compInt[sct]); uiText.text = effectName; uiData.text = effectData; index++; } } }
private void Canvas_PCStatus_SkillData_SwitchingGameMode(object sender, SwitchGameModeEventArgs e) { if (e.EnterMode == GameModeTag.AimMode) { foreach (GameObject go in uiObjects) { go.GetComponent <Text>().text = ""; } Range(e.CommandTag); Cooldown(e.CommandTag); Damage(e.CommandTag); Effect(e.CommandTag); SkillNameType(e.CommandTag); if (e.LeaveMode == GameModeTag.NormalMode) { GetComponent <UIManager>().SwitchCanvasVisibility(canvasTag, true); } } else if (e.LeaveMode == GameModeTag.AimMode) { GetComponent <UIManager>().SwitchCanvasVisibility(canvasTag, false); } }
private void Canvas_Help_SwitchingGameMode(object sender, SwitchGameModeEventArgs e) { // Enter Log mode. if (e.EnterMode == GameModeTag.LogMode) { SwitchVisibility(false); } // Leave Log mode. else if (e.LeaveMode == GameModeTag.LogMode) { SwitchVisibility(true); } // Enter Examine mode. else if (e.EnterMode == GameModeTag.ExamineMode) { ClearText(); PrintExamineModeText(); } // Enter Aim mode. else if (e.EnterMode == GameModeTag.AimMode) { ClearText(); PrintAimModeText(); } // Leave Examine mode or Aim mode. else if ((e.LeaveMode == GameModeTag.ExamineMode) || (e.LeaveMode == GameModeTag.AimMode)) { ClearText(); PrintNormalModeText(); } }
private void PCAttackTarget_SwitchingGameMode(object sender, SwitchGameModeEventArgs e) { if (e.LeaveMode == GameModeTag.AimMode) { targetPosition = aimMarker.GetComponent <MetaInfo>().Position; } }
private void Canvas_BuildSkill_Right_SwitchingGameMode(object sender, SwitchGameModeEventArgs e) { if (e.EnterMode == GameModeTag.BuildSkillMode) { PrintText(); } }
private void AimMarkerPosition_SwitchedGameMode(object sender, SwitchGameModeEventArgs e) { if (e.EnterMode == GameModeTag.NormalMode) { GameCore.AxeManCore.GetComponent <MarkerPosition>() .ResetMarkerPosition(gameObject); } }
private void Canvas_Main_SwitchingGameMode(object sender, SwitchGameModeEventArgs e) { // TODO: Maybe we will need to hide this canvas? if (e.EnterMode == GameModeTag.NormalMode) { SwitchVisibility(true); } }
private void Canvas_ExamineMode_SwitchingGameMode(object sender, SwitchGameModeEventArgs e) { if ((e.LeaveMode == GameModeTag.ExamineMode) || (e.LeaveMode == GameModeTag.AimMode)) { SwitchVisibility(false); } }
private void SkillTemplateData_SwitchingGameMode(object sender, SwitchGameModeEventArgs e) { if ((e.LeaveMode == GameModeTag.BuildSkillMode) && (e.EnterMode == GameModeTag.StartMode)) { GetComponent <SaveLoadXML>().Save(xmlFile, currentTemplate, directory); } }
private void Canvas_ExamineMode_SwitchedGameMode(object sender, SwitchGameModeEventArgs e) { if (e.EnterMode == GameModeTag.ExamineMode) { EnterAimOrExamineMode(SubTag.ExamineMarker); } else if (e.EnterMode == GameModeTag.AimMode) { EnterAimOrExamineMode(SubTag.AimMarker); } }
private void Canvas_Message_SwitchingGameMode(object sender, SwitchGameModeEventArgs e) { if (e.LeaveMode == GameModeTag.NormalMode) { SwitchVisibility(false); } else if (e.EnterMode == GameModeTag.NormalMode) { SwitchVisibility(true); } }
private void Canvas_BuildSkill_SwitchingGameMode(object sender, SwitchGameModeEventArgs e) { if (e.LeaveMode == GameModeTag.BuildSkillMode) { SwitchVisibility(false); } else if (e.EnterMode == GameModeTag.BuildSkillMode) { SwitchVisibility(true); } }
private void Canvas_PCStatus_HPSkill_SwitchingGameMode(object sender, SwitchGameModeEventArgs e) { if (e.EnterMode == GameModeTag.AimMode) { GetComponent <UIManager>().SwitchCanvasVisibility(canvasTag, false); } else if (e.LeaveMode == GameModeTag.AimMode) { GetComponent <UIManager>().SwitchCanvasVisibility(canvasTag, true); } }
private void Canvas_World_SwitchedGameMode(object sender, SwitchGameModeEventArgs e) { if (e.EnterMode == GameModeTag.ExamineMode) { SearchText(UITag.Modeline).text = ExamineModeText(); } else if (e.EnterMode == GameModeTag.AimMode) { skillNameTag = skillManager.GetSkillNameTag(e.CommandTag); SearchText(UITag.Modeline).text = AimModeText(); } }
private void Canvas_PCStatus_SkillFlawEffect_SwitchingGameMode( object sender, SwitchGameModeEventArgs e) { if (e.EnterMode == GameModeTag.AimMode) { ClearUIText(); SkillFlawEffect(e); } else if (e.LeaveMode == GameModeTag.AimMode) { ClearUIText(); } }
private void Canvas_Log_SwitchingGameMode(object sender, SwitchGameModeEventArgs e) { if (e.EnterMode == GameModeTag.LogMode) { PrintLog(); SwitchVisibility(true); } else if (e.LeaveMode == GameModeTag.LogMode) { SwitchVisibility(false); } }
private void Canvas_World_SwitchingGameMode(object sender, SwitchGameModeEventArgs e) { if (e.LeaveMode == GameModeTag.ExamineMode) { ClearModeline(); } else if (e.LeaveMode == GameModeTag.AimMode) { skillNameTag = SkillNameTag.INVALID; ClearModeline(); } }
private void ExamineMarkerPosition_SwitchingGameMode(object sender, SwitchGameModeEventArgs e) { if (e.EnterMode == GameModeTag.ExamineMode) { GameCore.AxeManCore.GetComponent <MarkerPosition>(). MoveMarkerToPC(gameObject); } else if (e.LeaveMode == GameModeTag.ExamineMode) { GameCore.AxeManCore.GetComponent <MarkerPosition>(). ResetMarkerPosition(gameObject); } }
private void AimMarkerPosition_SwitchingGameMode(object sender, SwitchGameModeEventArgs e) { // This event can be triggered by two objects: PC and AimMarker. In // the first case, player presses skill key (QWER) in Normal Mode to // enter Aim Mode. In the later case, player presses skill key // inside Aim Mode. We should only move the aim marker to PC's // position in the FIRST case. if (e.EnterMode == GameModeTag.AimMode) { if (e.LeaveMode == GameModeTag.AimMode) { return; } GameCore.AxeManCore.GetComponent <MarkerPosition>() .MoveMarkerToPC(gameObject); } }
private void Awake() { dataLoaded = false; enterStart = new SwitchGameModeEventArgs( GameModeTag.INVALID, GameModeTag.StartMode); }