/// <summary> /// 技能冷却检测 /// </summary> /// <returns></returns> public bool CheckSkillCD() { if (mSkillProperty == null) { return(false); } float spaceTime = mSkillProperty.mSkillSpace; if (spaceTime < 0.0f) { return(false); } if (mSkillLastTime > 0.0f && Time.time - mSkillLastTime < spaceTime) { return(false); } mSkillLastTime = Time.time; // 如果当前技能是主角技能 if (mSelfObj is CRoleObject) { FightUI ui = FightManager.Instance.mFightUI; if (ui != null) { ui.SetSkillCD(mSkillId, spaceTime); } } return(true); }
void Start() { cellLayer = GameObject.Find("Canvas/layer_0/FightModule/layers/fight_mask/animLayer/cell").GetComponent <CellLayer>(); lineLayer = GameObject.Find("Canvas/layer_0/FightModule/layers/fight_mask/animLayer/line").GetComponent <LineLayer>(); monsterLayer = GameObject.Find("Canvas/layer_0/FightModule/layers/fight_mask/animLayer/monster").GetComponent <MonsterLayer>(); fightUI = GameObject.Find("Canvas/layer_0/FightModule/fightUI").GetComponent <FightUI>(); }
void OnEnable() { controll.enabled = false; state = playerCreature.initiative > enemy.initiative ? TurnState.PLAYER : TurnState.ENEMY; fight = GetComponent <FightUI>(); fight.player = playerCreature; fight.setUpAttackButtons(); fight.updateHealth(); }
void Init() { PlayerData PD = PlayerData.Get(1); //卡组数据库 AddCoreA(PD.Core); //设置核心 DeckListA.Deck.AddRange(PD.Deck); //设置卡组 FightU = FightUI.Instance; //获取UI? FightU.Init(); }
void Start() { fightUI = GameObject.Find("Canvas/layer_0/FightModule/fightUI").GetComponent <FightUI>(); floorLayer = GameObject.Find("Canvas/layer_0/FightModule/layers/fight_mask/animLayer/floor").GetComponent <FloorLayer>(); coverLayer = GameObject.Find("Canvas/layer_0/FightModule/layers/fight_mask/animLayer/cover").GetComponent <CoverLayer>(); fancelayer = GameObject.Find("Canvas/layer_0/FightModule/layers/fight_mask/animLayer/fence").GetComponent <FanceLayer>(); floorHideLayer = GameObject.Find("Canvas/layer_0/FightModule/layers/fight_mask/animLayer/floor_hide").GetComponent <FloorHideLayer>(); monsterLayer = GameObject.Find("Canvas/layer_0/FightModule/layers/fight_mask/animLayer/monster").GetComponent <MonsterLayer>(); effectLayer = GameObject.Find("Canvas/layer_0/FightModule/layers/effect").GetComponent <EffectLayer>(); fightModule = GameObject.Find("Canvas/layer_0/FightModule").GetComponent <FightModule>(); PropModel.Instance.PropRefreshEvent = PropRefreshEvent; PropModel.Instance.PropChangeCellsEvent = PropChangeCellsEvent; }
public void Enter(GameStateBase owner) { underpantNum = 0; braNum = 0; m_owner = (GameStart)owner; m_isFailed = false; m_isVectory = false; // GameObject prefab = Resources.Load("UI/FightCanvas") as GameObject; GameObject go = GameObject.Instantiate(prefab); m_uiCtr = go.GetComponent <FightUI>(); m_countDownTotal = GameData.CurLevel.countDown; m_countDownCur = m_countDownTotal; m_uiCtr.SetCountDown((int)m_countDownCur, m_countDownTotal); // GameObject failPrefab = Resources.Load("UI/FailureCanvas") as GameObject; GameObject fail = GameObject.Instantiate(failPrefab); m_failCtr = fail.GetComponent <FailureUI>(); m_failCtr.gameObject.SetActive(false); // GameObject vectoryPrefab = Resources.Load("UI/VectoryCanvas") as GameObject; GameObject vectory = GameObject.Instantiate(vectoryPrefab); m_vectoryCtr = vectory.GetComponent <VectoryUI>(); m_vectoryCtr.gameObject.SetActive(false); // GameObject map = new GameObject(); map.name = "map"; m_mapCtr = map.AddComponent <MapCtr> (); Debug.Log("read map"); m_mapCtr.ReadMap(GameData.CurLevel.levelFileName); // CameraFollow cameraCtr = Camera.main.GetComponent <CameraFollow>(); cameraCtr.FollowTarget = m_mapCtr.Player.transform; float mapTopRightX = (m_mapCtr.Map.column - 0.5f) * (float)m_mapCtr.Map.cellWidth; float mapTopRightY = (m_mapCtr.Map.row - 0.5f) * (float)m_mapCtr.Map.cellHeight; cameraCtr.MaxPos = new Vector2(mapTopRightX, mapTopRightY); cameraCtr.MaxPos -= Camera.main.orthographicSize * new Vector2(Camera.main.aspect, 1); Debug.Log("camera max:" + cameraCtr.MaxPos + "," + Camera.main.aspect); //Camera.main.GetComponent<CameraFollow>().FollowTarget = m_mapCtr.Player.transform; AudioManager.Instance.PlayAudio("bg", true); }
void Awake() { //Debug.Log(transform.localToWorldMatrix); if (_instance == null) { _instance = this; } GameObject net = GameObject.Find("NetWork"); if (net == null) { return; } if ((fight = net.GetComponent <FightHanler>()) == null) { fight = net.AddComponent <FightHanler>(); } }
void Start() { Board = GetComponent <ChessBoard>(); FightUi = GetComponent <FightUI>(); GameController = GetComponent <СGameController>(); GameInput = GetComponent <GameInput>(); GameUI = GetComponent <GameUI>(); PieceInteraction.Game = this; _setupLevels(); Board.Setup(); GameData.ChoosedLevel = 3; _setLevel(GameData.ChoosedLevel); GameUI.SetMenu(MenuType.NONE); }
public void Exit(GameStateBase owner) { AudioManager.Instance.StopAudio("bg"); m_mapCtr.Clear(); Debug.Log("clear map"); if (null != m_uiCtr) { GameObject.Destroy(m_uiCtr.gameObject); m_uiCtr = null; } if (null != m_failCtr) { GameObject.Destroy(m_failCtr.gameObject); m_failCtr = null; } if (null != m_vectoryCtr) { GameObject.Destroy(m_vectoryCtr.gameObject); m_vectoryCtr = null; } }
void Awake() { Instance = this; GetUI(); }