Esempio n. 1
0
 void FetechActiveSlotSkills()
 {
     foreach (ActiveSkillButtonController ASBC in ASBCs)
     {
         ASBC.FetchSkill();
     }
 }
Esempio n. 2
0
 public void DisableActiveSlotsAssigning()
 {
     foreach (ActiveSkillButtonController ASBC in ASBCs)
     {
         ASBC.DisableAssigning();
     }
 }
    void OnClickAssign(SkillButton skill_button)
    {
        ActiveSkill active_skill = (ActiveSkill)skill_button.Skill;

        if (ActiveSkill != null && ActiveSkill.RealTime_CD != 0)
        {
            RedNotification.Push(RedNotification.Type.ON_CD);
            return;
        }
        foreach (ActiveSkillButtonController ASBC in OtherASBCs)
        {
            if (ASBC.ActiveSkill != null && ASBC.ActiveSkill.Name == active_skill.Name)
            {
                if (ASBC.ActiveSkill.RealTime_CD != 0)
                {
                    RedNotification.Push(RedNotification.Type.ON_CD);
                    return;
                }
                ASBC.DiscardSkill();
            }
        }
        MPC.SetActiveSkillAt(Slot, active_skill);
        FetchSkill();
        DisableActiveSlotsAssigning();
        skill_button.SkillSubMenu.TurnOff();
    }
Esempio n. 4
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 void EnableActiveSlotsAssigning()
 {
     foreach (ActiveSkillButtonController ASBC in ASBCs)
     {
         ASBC.EnableAssigning(GetComponent <SkillButton>());
     }
     SkillSubMenu.DisableSubmenuNavigation();
     UnityEngine.EventSystems.EventSystem.current.SetSelectedGameObject(ASBCs[0].gameObject);
 }