//change fury state public void ChangeFuryState(Iplayer player) { EFuryState state = PlayerSkillData.Instance.FuryState; if (skillDic.ContainsKey(player)) { if (state == EFuryState.eFuryRunState) { skillDic[player].ChangeVisable(0, false); skillDic[player].ChangeVisable(1, false); skillDic[player].ChangeVisable(2, true); skillDic[player].ChangeVisable(3, true); } else { skillDic[player].ChangeVisable(0, true); skillDic[player].ChangeVisable(1, true); skillDic[player].ChangeVisable(2, false); skillDic[player].ChangeVisable(3, false); } } if (UIViewerPersonInfo.Instance.SetCurrClickPlayer == player) { InfoPlayerSkill(player); } }
public void UpdateFuryEffect() { if (PlayerManager.Instance.LocalPlayer == null) { return; } EFuryState state = PlayerManager.Instance.LocalPlayer.FuryState; switch (state) { case EFuryState.eFuryRunState: LoadRunFuryEffect(); DestroyFullFuryEffect(); break; case EFuryState.eFuryNullState: DestroyFullFuryEffect(); DestroyRunFuryEffect(); break; case EFuryState.eFuryFullState: LoadFullFuryEffect(); DestroyRunFuryEffect(); break; } }
public override void SetFuryState(EFuryState state) { base.SetFuryState(state); if (state == EFuryState.eFuryNullState) { EventCenter.Broadcast(EGameEvent.eGameEvent_LocalPlayerUpdateFuryValue); } EventCenter.Broadcast <EFuryState>(EGameEvent.eGameEvent_FuryStateInfo, state); }
/// <summary> /// 角色怒气状态改变 /// </summary> /// <param name="?"></param> private void OnFuryStateChange(EFuryState state) { if (mIsTaskCoolDown) { return; } if (state != EFuryState.eFuryFullState) { return; } mIsTaskCoolDown = true; mTaskTime = Time.realtimeSinceStartup; EventCenter.Broadcast <int>((Int32)GameEventEnum.GameEvent_AdvancedGuideShowTip, this.mTaskId); }
void OnEvent(CEvent eve) { EFuryState state = (EFuryState)eve.GetParam("State"); GuideHelpData data = ConfigReader.GetGuideHelpInfo(parentInfo.GetTaskId()); if (state == EFuryState.eFuryFullState && curState != EFuryState.eFuryFullState) { SecondaryGuideManager.Instance.SendTaskStartTag(data); } else { SecondaryGuideManager.Instance.SendTaskEndTag(data); } curState = state; }
public void ChangeFuryState(EFuryState state) { if (state == EFuryState.eFuryRunState) { mBtnArray[(int)ShortCutBarBtn.BTN_SKILL_1].gameObject.SetActive(false); mBtnArray[(int)ShortCutBarBtn.BTN_SKILL_2].gameObject.SetActive(false); mBtnArray[(int)ShortCutBarBtn.BTN_SKILL_3].gameObject.SetActive(true); mBtnArray[(int)ShortCutBarBtn.BTN_SKILL_4].gameObject.SetActive(true); } else { mBtnArray[(int)ShortCutBarBtn.BTN_SKILL_1].gameObject.SetActive(true); mBtnArray[(int)ShortCutBarBtn.BTN_SKILL_2].gameObject.SetActive(true); mBtnArray[(int)ShortCutBarBtn.BTN_SKILL_3].gameObject.SetActive(false); mBtnArray[(int)ShortCutBarBtn.BTN_SKILL_4].gameObject.SetActive(false); } }
public virtual void SetFuryState(EFuryState state) { FuryState = state; UpdateFuryEffect(); }
public void SetPlayerFuryState(IPlayer player, EFuryState state) { Player = player; FuryState = state; }