Esempio n. 1
0
 private void Awake()
 {
     playerCheckpointPrefab = Resources.Load <GameObject>("Prefabs/blackDotPrefab");
     gameManager            = GameObject.Find("GameManager").GetComponent <GameManager>();
     particlePrefab         = Resources.Load <GameObject>("Prefabs/Smoke");
     handler = gameManager.gameObject.GetComponent <WorldPlayerActionHandler>();
 }
Esempio n. 2
0
 public void Init(List <Ability> abilities, WorldPlayerActionHandler handle)
 {
     handler        = handle;
     this.abilities = abilities;
     if (handle.playerAbilities.cooldown == 0.0f)
     {
         for (int i = 0; i < elementCount; ++i)
         {
             if (i > abilities.Count - 1)
             {
                 elements[i].setAbility(handler.skillIcons["None"], false, null);
             }
             else
             {
                 var sprite = handler.skillIcons[abilities[i].name];
                 elements[i].setAbility(handler.skillIcons[abilities[i].name], true, abilities[i]);
             }
         }
         updateProgress = false;
         transform.GetChild(2).GetChild(0).GetComponent <Image>().fillAmount = 0.0f;
     }
     else
     {
         for (int i = 0; i < elementCount; ++i)
         {
             if (i > abilities.Count - 1)
             {
                 elements[i].setAbility(handler.skillIcons["None"], false, null);
             }
             else
             {
                 var sprite = handler.skillIcons[abilities[i].name];
                 elements[i].setAbility(handler.skillIcons[abilities[i].name], false, abilities[i]);
             }
         }
         transform.GetChild(2).GetChild(0).GetComponent <Image>().fillAmount = 1.0f - handler.playerAbilities.cooldown / handler.playerAbilities.cooldownTime;
         updateProgress = true;
     }
 }