public void OnAssign() { RnMUI_SpellSlot slot = RnMUI_SpellSlot.current; if (slot != null) { UISpellInfo info = slot.GetSpellInfo(); if (info != null) { if (this.rankLabel != null) { this.rankLabel.text = Random.Range(1, 5).ToString(); } if (this.nameLabel != null) { this.nameLabel.text = info.Name; } if (this.descriptionLabel != null) { this.descriptionLabel.text = info.Description; } } } this.OnSizeChange(); }
public void DrawEvents() { RnMUI_SpellSlot mSlot = target as RnMUI_SpellSlot; EditorGUIUtility.labelWidth = 100f; NGUIEditorTools.DrawEvents("On Assign", mSlot, mSlot.onAssign); NGUIEditorTools.DrawEvents("On Unassign", mSlot, mSlot.onUnassign); }
/// <summary> /// Assign the slot by the passed source slot. /// </summary> /// <param name="source">Source.</param> public override bool Assign(Object source) { if (source is RnMUI_SpellSlot) { RnMUI_SpellSlot sourceSlot = source as RnMUI_SpellSlot; if (sourceSlot != null) { return(this.Assign(sourceSlot.GetSpellInfo())); } } // Default return(false); }
void Start() { if (this.slot == null) { this.slot = this.GetComponent <RnMUI_SpellSlot>(); } if (this.slot == null || this.spellDatabase == null) { this.Destruct(); return; } this.slot.Assign(this.spellDatabase.GetByID(this.assignSpell)); this.Destruct(); }
/// <summary> /// Performs a slot swap. /// </summary> /// <param name="targetObject">Target slot.</param> public override bool PerformSlotSwap(Object targetObject) { // Get the source slot RnMUI_SpellSlot targetSlot = (targetObject as RnMUI_SpellSlot); // Get the target slot icon UISpellInfo targetSpellInfo = targetSlot.GetSpellInfo(); // Assign the target slot with this one bool assign1 = targetSlot.Assign(this); // Assign this slot by the target slot spell info bool assign2 = this.Assign(targetSpellInfo); // Return the status return(assign1 && assign2); }
public override void OnInspectorGUI() { base.OnInspectorGUI(); EditorGUIUtility.labelWidth = 120f; RnMUI_SpellSlot mSlot = target as RnMUI_SpellSlot; EditorGUILayout.Space(); RnMUI_SlotCooldown cooldown = EditorGUILayout.ObjectField("Cooldown Handle", mSlot.cooldownHandle, typeof(RnMUI_SlotCooldown), true) as RnMUI_SlotCooldown; if (mSlot.cooldownHandle != cooldown) { mSlot.cooldownHandle = cooldown; } DrawEvents(); }
/// <summary> /// Executes the on assign event listener. /// </summary> protected virtual void ExecuteOnAssign() { current = this; EventDelegate.Execute(this.onAssign); current = null; }