// Use this for initialization void Start() { // InfoDesk.SetActive(false); animator = InfoDesk.GetComponent <Animator>(); InfoDesk.SetActive(false); skillUI = GameObject.Find("SkillUI").GetComponent <SkillUI>(); }
public void Execute() { sUI = Camera.mainCamera.GetComponent<SkillSlidingUI>(); if(transform.GetComponent<SkillProperty>().PassSkillRate){ Player = transform.parent.parent.GetComponent<CharacterProperty>().Player; Transform target = null; Transform stealer = null; if(Player == 1){ stealer = playerA; target = playerB; }else{ stealer = playerB; target = playerA; } ManaCounter manaA = stealer.GetComponent<ManaCounter>(); ManaCounter manaB = target.GetComponent<ManaCounter>(); if(manaB.Mana>0){ manaA.Mana += 1; manaB.Mana -= 1; SkillUI sui = new SkillUI(transform.parent.parent, true, "Mana +1"); sUI.UIItems.Add(sui); sUI.FadeInUI = true; print("Mana stealed!"); }else{ SkillUI sui = new SkillUI(transform.parent.parent, true, ""); sUI.UIItems.Add(sui); sUI.FadeInUI = true; print("No mana to steal!"); } }else{ print("Stealed nothing!"); } }
void Start() { instance = this; ps = GameObject.FindGameObjectWithTag("Player").GetComponent <playerStatus>(); int[] skillList = null; switch (ps.playerType) { case PlayerType.Magician: skillList = MagicianSkillList; break; case PlayerType.Swordman: skillList = SwordmanSkillList; break; default: break; } for (int i = 0; i < skillList.Length; i++) { GameObject go = GameObject.Instantiate(skillItemPrefab, content); go.GetComponent <skillItem>().getID(skillList[i]); UpdateShow(); } }
public void Execute() { sUI = Camera.mainCamera.GetComponent <SkillSlidingUI>(); Player = transform.parent.parent.GetComponent <CharacterProperty>().Player; if (transform.GetComponent <SkillProperty>().PassSkillRate) { CharacterProperty targetProperty = target.GetComponent <CharacterProperty>(); targetProperty.Moved = false; targetProperty.Activated = false; targetProperty.Attacked = false; targetProperty.TurnFinished = false; SkillUI sui = new SkillUI(target, true, "Controlled"); sUI.UIItems.Add(sui); sUI.FadeInUI = true; if (Player == 1) { chessStorage.PlayerAChesses.Add(target); chessStorage.PlayerBChesses.Remove(target); targetProperty.Player = 1; } else if (Player == 2) { chessStorage.PlayerBChesses.Add(target); chessStorage.PlayerAChesses.Remove(target); targetProperty.Player = 2; } } else { SkillUI sui = new SkillUI(transform.parent.parent, false, ""); sUI.UIItems.Add(sui); sUI.FadeInUI = true; print("Stealing failed"); } }
public void Execute() { sUI = Camera.mainCamera.GetComponent <SkillSlidingUI>(); if (transform.GetComponent <SkillProperty>().PassSkillRate) { Player = transform.parent.parent.GetComponent <CharacterProperty>().Player; if (selectedMap != null) { if (Player == 1) { mapStorage.PlayerATerritory.Add(selectedMap); mapStorage.PlayerBTerritory.Remove(selectedMap); print("Stealed playerB's map!"); } else if (Player == 2) { mapStorage.PlayerBTerritory.Add(selectedMap); mapStorage.PlayerATerritory.Remove(selectedMap); print("Stealed playerA's map!"); } } SkillUI sui = new SkillUI(selectedMap, true, "map stealed"); sUI.UIItems.Add(sui); sUI.FadeInUI = true; } else { SkillUI sui = new SkillUI(transform.parent.parent, false, ""); sUI.UIItems.Add(sui); sUI.FadeInUI = true; print("Stealed nothing!"); } }
private void Cleaving(SkillUI skillUIElement, int times) { if (times >= cleavingTimes) { return; } for (int index = 0; index < cleavingAmount; index++) { SkillUI ghostSkillUIElement = ResourceUtils.AddAndGetComponent <SkillUI>(GlobalDefinitions.RESOURCE_PATH_SKILL + data.resourceID); ghostSkillUIElement.IgnoreCollisionMap(true); ghostSkillUIElement.transform.position = skillUIElement.transform.position; ghostSkillUIElement.positionLastFrame = skillUIElement.transform.position; ghostSkillUIElement.transform.localScale = Vector2.one; ghostSkillUIElement.data = skillUIElement.data; ghostSkillUIElement.owner = skillUIElement.owner; ghostSkillUIElement.gameObject.AddComponent <ComponentDefaultEffect>().spinEnabled = false; ghostSkillUIElement.animator.Play(AnimationDefs.Run.ToString().ToLower()); ghostSkillUIElement.OnUpdate = () => { if (ghostSkillUIElement.positionLastFrame.y > ghostSkillUIElement.transform.position.y) { ghostSkillUIElement.body2D.isKinematic = false; ghostSkillUIElement.collider2D.enabled = true; ghostSkillUIElement.OnHit = () => { Cleaving(ghostSkillUIElement, times + 1); }; } }; } }
public void Execute() { sUI = Camera.mainCamera.GetComponent<SkillSlidingUI>(); Player = transform.parent.parent.GetComponent<CharacterProperty>().Player; if(transform.GetComponent<SkillProperty>().PassSkillRate){ CharacterProperty targetProperty = target.GetComponent<CharacterProperty>(); targetProperty.Moved = false; targetProperty.Activated = false; targetProperty.Attacked = false; targetProperty.TurnFinished = false; SkillUI sui = new SkillUI(target, true, "Controlled"); sUI.UIItems.Add(sui); sUI.FadeInUI = true; if(Player == 1){ chessStorage.PlayerAChesses.Add(target); chessStorage.PlayerBChesses.Remove(target); targetProperty.Player = 1; }else if(Player == 2){ chessStorage.PlayerBChesses.Add(target); chessStorage.PlayerAChesses.Remove(target); targetProperty.Player = 2; } }else{ SkillUI sui = new SkillUI(transform.parent.parent, false, ""); sUI.UIItems.Add(sui); sUI.FadeInUI = true; print("Stealing failed"); } }
/// <summary> /// 选中一个技能 /// </summary> /// <param name="_itemUI"></param> void OnSelectSkillUI(SkillUI _itemUI) { selectSkillUI = _itemUI; if (OnSelectItemEvent != null) { OnSelectItemEvent(selectSkillUI); } }
protected void ModifySkillGridLoc(string szClasstag, int nListIndex, int nNewGridX, int nNewGridY) { SkillUI skUI = m_vGridData[szClasstag][nListIndex]; // optimization skUI.XGrid = nNewGridX; skUI.YGrid = nNewGridY; RefreshSkillPanel(); // efficiency because it doesnt happen in the above }
// begin dragging public void OnBeginDrag(PointerEventData eventData) { mSkillUI = MonoBehaviourTool.Instance.GetOverUI().GetComponentInParent <SkillUI>(); cloneSkillIcon = GameObject.Instantiate(MonoBehaviourTool.Instance.GetOverUI().gameObject); Transform CanvasPos = GameObject.FindGameObjectWithTag("Canvas").transform; cloneSkillIcon.transform.SetParent(CanvasPos); cloneSkillIcon.GetComponent <Image>().raycastTarget = false; }
void Awake() { _instance = this; skillName = transform.Find("SkillBG/SkillNameLabel").GetComponent <UILabel>(); skillDes = transform.Find("SkillBG/SkillNameLabel/DesLabel").GetComponent <UILabel>(); upgradeButton = transform.Find("UpgrateButton").GetComponent <UIButton>(); upgradeLabel = transform.Find("UpgrateButton/Label").GetComponent <UILabel>(); closeButton = transform.Find("CloseButton").GetComponent <UIButton>(); tween = transform.GetComponent <TweenPosition>(); }
public static SkillInfo GetEqInfo(GameObject _obj) { SkillUI itemUI = _obj.GetComponent <SkillUI>(); if (itemUI == null) { Debug.LogError("请在控件对象上加上<SkillUI>组件!!"); return(null); } return(itemUI.CurSkillInfo); }
void Awake() { if (isSkill1) { skill1 = this; } else { skill2 = this; } }
/// <summary> /// 刷新表现 /// </summary> public void RefreshItems() { if (this == null) { return; } Object skillprefab = null; if (skillprefab == null) { skillprefab = exResources.GetResource(ResourceType.GUI, "Player_information/Single_skillbar"); } if (skillprefab == null) { GameSys.LogError("找不到预制:Player_information/Single_skillbar"); return; } for (int i = 0; i < skillList.Count; i++) { if (!SkillContainers.ContainsKey(i)) { GameObject obj = Instantiate(skillprefab) as GameObject; Transform parentTransf = this.gameObject.transform; obj.transform.parent = parentTransf; obj.transform.localPosition = Vector3.zero; obj.transform.localScale = Vector3.one; SkillUI skillUI = obj.GetComponent <SkillUI>(); skillUI.FillInfo(skillList[i]); skillUI.OnSelectEvent += OnSelectSkillUI; SkillContainers[i] = skillUI; // if (firstRun && skillList[i].SkillLv>0) // { // firstRun = false; // selectSkillUI = skillUI; // UIToggle tog = obj.GetComponent<UIToggle>(); // tog.value = true; // if (OnSelectItemEvent != null) // { // OnSelectItemEvent(selectSkillUI); // } // } } else { SkillContainers[i].FillInfo(skillList[i]); } } if (grid != null) { grid.Reposition(); } }
private Skill skill;//当选中的技能 void Awake() { _Instance = this; nameLabel = transform.Find("Bg/NameLabel").GetComponent <UILabel>(); desLabel = transform.Find("Bg/DesLabel").GetComponent <UILabel>(); upgradeBtnLabel = transform.Find("UpgradeBtn/Label").GetComponent <UILabel>(); upgradeBtn = transform.Find("UpgradeBtn").GetComponent <UIButton>(); tween = GetComponent <TweenPosition>(); nameLabel.text = ""; desLabel.text = ""; DisableUpgradeBtn("选择技能"); }
void OnDestroy() { if (skillUIElements != null) { skillUIElements.Clear(); skillUIElements = null; } if (skillUIElement != null) { skillUIElement = null; } }
void OnMouseLeave(object sender, EventArgs e) { // this event fires when the cursor is over the TOOLTIP (which can show up over an icon) // check to see if the cursor's screen coords converted to client coords is NOT over an icon // only if then, deactivate // UPDATE: f**k that noise. transparent window style on the tooltip's createparams fixes all that sheeeittt //if (GetSkillOnMouse(this.PointToClient(System.Windows.Forms.Cursor.Position)) == null) ToolTip.Deactivate(); // cancel highlighted icon SelectedSkillUI = null; }
private void Awake() { _instance = this; skillNameText = transform.Find("BG/NameText").GetComponent <Text>(); skillDesText = transform.Find("BG/DesText").GetComponent <Text>(); closeBtn = transform.Find("ButtonClose").GetComponent <Button>(); closeBtn.onClick.AddListener(Close); upgrandBtn = transform.Find("UpGradeBtn").GetComponent <Button>(); upgrandBtn.onClick.AddListener(onUpgrade); upgradeBtnText = transform.Find("UpGradeBtn/Text").GetComponent <Text>(); skillNameText.text = ""; skillDesText.text = ""; disableUpgradeBtn("选择技能 "); }
private void Fire() { for (int index = 0; index < meteorAmount; index++) { Vector2 position = (Random.insideUnitCircle * radius) + startPoint; SkillUI skillUIElement = ResourceUtils.AddAndGetComponent <SkillUI>(GlobalDefinitions.RESOURCE_PATH_SKILL + data.resourceID); skillUIElement.transform.position = position; skillUIElement.transform.localScale = Vector3.one; skillUIElement.IgnoreCollisionMap(true); skillUIElement.Visible(false); skillUIElement.FadeIn(3.0f); skillUIElement.Apply(owner, data, -Mathf.PI / 6.0f); } }
// Use this for initialization void Awake() { if (Instance != null && Instance != this) { Destroy(gameObject); } else { Instance = this; } spPanel = skillPanel.Find("SP Panel").Find("Amount").GetComponent <Text>(); skillContainer = Resources.Load <SkillPanelContainer>("Prefabs/UI/Panel_Skills/SkillContainer"); skillPanel.gameObject.SetActive(false); UIEventHandler.OnSkillLearn += SkillAdded; }
public void Execute() { sUI = Camera.mainCamera.GetComponent <SkillSlidingUI>(); if (transform.GetComponent <SkillProperty>().PassSkillRate) { Player = transform.parent.parent.GetComponent <CharacterProperty>().Player; Transform target = null; Transform stealer = null; if (Player == 1) { stealer = playerA; target = playerB; } else { stealer = playerB; target = playerA; } ManaCounter manaA = stealer.GetComponent <ManaCounter>(); ManaCounter manaB = target.GetComponent <ManaCounter>(); if (manaB.Mana > 0) { manaA.Mana += 1; manaB.Mana -= 1; SkillUI sui = new SkillUI(transform.parent.parent, true, "Mana +1"); sUI.UIItems.Add(sui); sUI.FadeInUI = true; print("Mana stealed!"); } else { SkillUI sui = new SkillUI(transform.parent.parent, true, ""); sUI.UIItems.Add(sui); sUI.FadeInUI = true; print("No mana to steal!"); } } else { print("Stealed nothing!"); } }
public void Execute() { sUI = Camera.mainCamera.GetComponent<SkillSlidingUI>(); CharacterProperty targetProperty = target.GetComponent<CharacterProperty>(); if(transform.GetComponent<SkillProperty>().PassSkillRate){ targetProperty.UnStatusCounter[UnnormalStatus.Poisoned] = 2; targetProperty.LastUnStatusCounter[UnnormalStatus.Poisoned] = 3; targetProperty.UnStatus = true; print("Poisoned target"); SkillUI sui = new SkillUI(target, true, "poisoned"); sUI.UIItems.Add(sui); sUI.FadeInUI = true; }else{ SkillUI sui = new SkillUI(attacker, false, ""); sUI.UIItems.Add(sui); sUI.FadeInUI = true; print("Poison failed"); } }
protected override IEnumerator RunProcessor() { yield return(base.RunProcessor()); for (int index = 0; index < startPoints.Length; index++) { SkillUI skillUIElement = ResourceUtils.AddAndGetComponent <SkillUI>(GlobalDefinitions.RESOURCE_PATH_SKILL + data.resourceID); skillUIElement.transform.position = startPoints[index]; skillUIElement.transform.localScale = Vector3.one; skillUIElement.IgnoreCollisionMap(true); skillUIElement.Visible(false); skillUIElement.FadeIn(3.0f); skillUIElement.Apply(owner, data, 0); yield return(new WaitForSeconds(interval)); } Cancel(); }
void Awake () { _instance = this; skillNameLabel = transform.Find("Bg/SkillNameLabel").GetComponent<UILabel>(); skillDesLabel = transform.Find("Bg/DesLabel").GetComponent<UILabel>(); closeButton = transform.Find("CloseButton").GetComponent<UIButton>(); upgradeButton = transform.Find("UpgradeButton").GetComponent<UIButton>(); upgradeButtonLabel = transform.Find("UpgradeButton/Label").GetComponent<UILabel>(); tween = this.GetComponent<TweenPosition>(); skillNameLabel.text = ""; skillDesLabel.text = ""; SetUpgradeButtonState(false,"选择技能"); EventDelegate ed = new EventDelegate(this, "OnUpgrade"); this.upgradeButton.onClick.Add(ed); EventDelegate ed1 = new EventDelegate(this, "OnClose"); this.closeButton.onClick.Add(ed1); }
private void OnAnimationEventTriggered(tk2dSpriteAnimator animator, tk2dSpriteAnimationClip clip, int frameIndex) { animator.AnimationEventTriggered -= OnAnimationEventTriggered; tk2dSpriteAnimationFrame frame = clip.GetFrame(frameIndex); if (frame.eventInfo == AnimationTriggerDefs.SkillApply.ToString()) { Vector3 startPoint = this.skillUIElement.transform.position; float degree = Mathf.Atan2(targetPosition.y - startPoint.y, targetPosition.x - startPoint.x) * Mathf.Rad2Deg; float angle = degree * Mathf.Deg2Rad; this.skillUIElement.Apply(owner, data, angle); for (int index = 0; index < shotAmount; index++) { SkillUI skillUIElement = ResourceUtils.AddAndGetComponent <SkillUI>(GlobalDefinitions.RESOURCE_PATH_SKILL + data.resourceID); skillUIElement.transform.SetParent(owner.componentsHolder.transform); skillUIElement.IgnoreCollisionMap(true); skillUIElement.transform.position = startPoint; skillUIElement.transform.localScale = Vector2.one; angle = (degree - shotDegree * (index + 1)) * Mathf.Deg2Rad; skillUIElement.Apply(owner, data, angle); } for (int index = 0; index < shotAmount; index++) { skillUIElement = ResourceUtils.AddAndGetComponent <SkillUI>(GlobalDefinitions.RESOURCE_PATH_SKILL + data.resourceID); skillUIElement.transform.SetParent(owner.componentsHolder.transform); skillUIElement.IgnoreCollisionMap(true); skillUIElement.transform.position = startPoint; skillUIElement.transform.localScale = Vector2.one; angle = (degree + shotDegree * (index + 1)) * Mathf.Deg2Rad; skillUIElement.Apply(owner, data, angle); } Destroy(this); this.skillUIElement = null; } }
void OnMouseClick(object sender, MouseEventArgs e) { SkillUI sUI = GetSkillOnMouse(e.Location); // lovely function already accounts for scrolling if (sUI == null) { return; // they clicked nowhere } // we found the ui they clicked on int nAdjustment = 0; bool bMax = false; if (Control.ModifierKeys == Keys.Control && sUI.Skill.IsTalent) // cant "max" abilities { bMax = true; } if (e.Button == MouseButtons.Left) // go up 1 rank { nAdjustment = 1; if (bMax) { // figure out how many ranks we can max out on int nMaxCounter = 0; while (Data.CanSkillBeLearned(sUI.Skill, (uint)(nAdjustment + nMaxCounter))) { ++nMaxCounter; } // become that amount nAdjustment = nMaxCounter; } } else if (e.Button == MouseButtons.Right) // go down 1 rank { nAdjustment = -1; if (bMax) { nAdjustment *= sUI.Skill.CurrentRanks; // go down by X ranks where X is how many learned so far if ctrl is down } } // change this skill's points Data.LearnSkill(sUI.Skill, nAdjustment); }
public IEnumerator popIcons() { List <PowerUps> powerUps = MasterPlayerData.instance.getActivePaddle().runeIds; foreach (PowerUps item in powerUps) { Skill skill = skillDataList.getSkillData(item); if (skill != null) { print(skill.skillName); SkillUI ui = Instantiate(PowerUpsPrefab, transform).GetComponent <SkillUI>(); ui.setSkillData(skill); skills.Add(ui); UnityAction <PowerUps, PowerUpState, float> listener = new UnityAction <PowerUps, PowerUpState, float>(updateState); listeners.Add(skill.powerUp.ToString(), listener); GameManage.StartListening(skill.powerUp.ToString(), listener); //StartCoroutine(turnOnOff(item)); } yield return(new WaitForSeconds(0.1f)); } }
void Awake() { _instance = this; skillNameLabel = transform.Find("Bg/SkillNameLabel").GetComponent <UILabel>(); skillDesLabel = transform.Find("Bg/DesLabel").GetComponent <UILabel>(); closeButton = transform.Find("CloseButton").GetComponent <UIButton>(); upgradeButton = transform.Find("UpgradeButton").GetComponent <UIButton>(); upgradeButtonLabel = transform.Find("UpgradeButton/Label").GetComponent <UILabel>(); tween = this.GetComponent <TweenPosition>(); skillNameLabel.text = ""; skillDesLabel.text = ""; DisableUpgradeButton("选择技能"); EventDelegate ed = new EventDelegate(this, "OnUpgrade"); upgradeButton.onClick.Add(ed); EventDelegate ed1 = new EventDelegate(this, "OnClose"); closeButton.onClick.Add(ed1); }
void Awake() { _instance = this; SkillManager._instance.OnSkillChange += this.OnSkillChange; basic = transform.Find("SkillContainer/Basic").GetComponent <UIButton> (); one = transform.Find("SkillContainer/One").GetComponent <UIButton> (); two = transform.Find("SkillContainer/Two").GetComponent <UIButton> (); three = transform.Find("SkillContainer/Three").GetComponent <UIButton> (); other1 = transform.Find("SkillContainer/Other1").GetComponent <UIButton> (); other2 = transform.Find("SkillContainer/Other2").GetComponent <UIButton> (); skillName = transform.Find("Sprite/SkillName").GetComponent <UILabel> (); skillDes = transform.Find("Sprite/SkillDes").GetComponent <UILabel> (); skillDamage = transform.Find("Sprite/SkillDamage").GetComponent <UILabel> (); expLabel = transform.Find("ExpLabel").GetComponent <UILabel> (); close_btn = transform.Find("close_btn").GetComponent <UIButton> (); tween = this.GetComponent <TweenPosition> (); EventDelegate ed = new EventDelegate(this, "OnbasicClick"); basic.onClick.Add(ed); EventDelegate ed1 = new EventDelegate(this, "OnoneClick"); one.onClick.Add(ed1); EventDelegate ed2 = new EventDelegate(this, "OntwoClick"); two.onClick.Add(ed2); EventDelegate ed3 = new EventDelegate(this, "OnthreeClick"); three.onClick.Add(ed3); EventDelegate ed4 = new EventDelegate(this, "Onother1Click"); other1.onClick.Add(ed4); EventDelegate ed5 = new EventDelegate(this, "Onother2Click"); other2.onClick.Add(ed5); EventDelegate ed6 = new EventDelegate(this, "OnClose"); close_btn.onClick.Add(ed6); }
private Skill skill; //当前选择的技能 void Awake() { instance = this; //skill1NameLabel = transform.Find("Skill1Sprite/Label").GetComponent<UILabel>(); //skill2NameLabel = transform.Find("Skill2Sprite/Label").GetComponent<UILabel>(); //skill3NameLabel = transform.Find("Skill3Sprite/Label").GetComponent<UILabel>(); closeButton = transform.Find("btn-close").GetComponent <UIButton>(); upgradeButton = transform.Find("UpgradeButton").GetComponent <UIButton>(); upgradeButtonLabel = transform.Find("UpgradeButton/Label").GetComponent <UILabel>(); //upPlaysound = transform.Find("UpgradeButton").GetComponent<UIPlaySound>(); //skill1NameLabel.text = ""; //skill2NameLabel.text = ""; //skill3NameLabel.text = ""; DisableUpgradeButton("选择技能"); EventDelegate ed1 = new EventDelegate(this, "OnUpgrdClick"); upgradeButton.onClick.Add(ed1); EventDelegate ed2 = new EventDelegate(this, "Hide"); closeButton.onClick.Add(ed2); }
void OnMouseMove(object sender, MouseEventArgs e) { SkillUI sUI = GetSkillOnMouse(e.Location); // lovely function already accounts for scrolling if (sUI == null) { SelectedSkillUI = null; ToolTip.Deactivate(); return; // they moused nothing } // the mouse is now officially hovering over a skill Point ptSkillLoc = GetScrolledGridLocation(sUI.XGrid, sUI.YGrid); ptSkillLoc.X += m_nIconSize; ToolTip.Activate(sUI.Skill, ptSkillLoc); // dont redraw for no reason if (SelectedSkillUI != sUI) { SelectedSkillUI = sUI; } }
public void Execute() { sUI = Camera.mainCamera.GetComponent <SkillSlidingUI>(); CharacterProperty targetProperty = target.GetComponent <CharacterProperty>(); if (transform.GetComponent <SkillProperty>().PassSkillRate) { targetProperty.UnStatusCounter[UnnormalStatus.Poisoned] = 2; targetProperty.LastUnStatusCounter[UnnormalStatus.Poisoned] = 3; targetProperty.UnStatus = true; print("Poisoned target"); SkillUI sui = new SkillUI(target, true, "poisoned"); sUI.UIItems.Add(sui); sUI.FadeInUI = true; } else { SkillUI sui = new SkillUI(attacker, false, ""); sUI.UIItems.Add(sui); sUI.FadeInUI = true; print("Poison failed"); } }
public GameObject skillItemPrefab; //持有prefab之引用 void Awake() { _instance = this; ps = GameObject.FindGameObjectWithTag(Tags.player).GetComponent <PlayerStatus>(); int[] idList = null; //臨時變數 switch (ps.heroType) { case HeroType.Magician: idList = magicianSkillIDList; break; case HeroType.Swordman: idList = swordmanSkillIDList; break; } foreach (int id in idList) { GameObject itemGo = NGUITools.AddChild(grid.gameObject, skillItemPrefab); //把skillItemPrefab加入grid裡面 grid.AddChild(itemGo.transform); //把skillitem交給grid管理 itemGo.GetComponent <SkillItem>().SetID(id); //呼叫SetID方法來更新skillitem之顯示 } UpdateShow(); }
public void Execute() { sUI = Camera.mainCamera.GetComponent <SkillSlidingUI>(); int Player = transform.parent.GetComponent <CharacterProperty>().Player; CharacterProperty targetProperty = target.GetComponent <CharacterProperty>(); if (transform.GetComponent <SkillProperty>().PassSkillRate) { if (Player == 1) { chessStorage.PlayerAChesses.Add(target); chessStorage.PlayerBChesses.Remove(target); targetProperty.Player = 1; } else if (Player == 2) { chessStorage.PlayerBChesses.Add(target); chessStorage.PlayerAChesses.Remove(target); targetProperty.Player = 2; } targetProperty.UnStatusCounter[UnnormalStatus.Chaos] = 2; targetProperty.LastUnStatusCounter[UnnormalStatus.Chaos] = 2; targetProperty.UnStatus = true; SkillUI sui = new SkillUI(target, true, "Chaos"); sUI.UIItems.Add(sui); sUI.FadeInUI = true; print("Target get chaos!!"); } else { SkillUI sui = new SkillUI(attacker, false, ""); sUI.UIItems.Add(sui); sUI.FadeInUI = true; print("Chaos failed"); } }
void Awake(){ _instance = this; }