Esempio n. 1
0
        void Update()
        {
            Player player = Player.localPlayer;

            if (player)
            {
                panel.SetActive(true);

                // instantiate/destroy enough slots
                UIUtils.BalancePrefabs(slotPrefab.gameObject, player.buffs.Count, panel.transform);

                // refresh all
                for (int i = 0; i < player.buffs.Count; ++i)
                {
                    UIBuffSlot slot = panel.transform.GetChild(i).GetComponent <UIBuffSlot>();

                    // refresh
                    slot.image.color     = Color.white;
                    slot.image.sprite    = player.buffs[i].image;
                    slot.tooltip.text    = player.buffs[i].ToolTip();
                    slot.slider.maxValue = player.buffs[i].buffTime;
                    slot.slider.value    = player.buffs[i].BuffTimeRemaining();
                }
            }
            else
            {
                panel.SetActive(false);
            }
        }
Esempio n. 2
0
        void Update()
        {
            Player player = Player.localPlayer;

            if (player != null)
            {
                // show nextTarget > target
                // => feels best in situations where we select another target while
                //    casting a skill on the existing target.
                // => '.target' doesn't change while casting, but the UI gives the
                //    illusion that we already targeted something else
                // => this is also great for skills that change the target while casting,
                //    e.g. a buff that is cast on 'self' even though we target an 'npc.
                //    this way the player doesn't see the target switching.
                // => this is how most MMORPGs do it too.
                Entity target = player.NextTarget ?? player.Target;
                if (target != null && target != player)
                {
                    float distance = Utility.Utility.ClosestDistance(player.collider, target.collider);

                    // name and health
                    panel.SetActive(true);
                    healthSlider.value = target.HealthPercent();
                    nameText.text      = target.name;

                    // target buffs
                    UIUtils.BalancePrefabs(buffSlotPrefab.gameObject, target.buffs.Count, buffsPanel);
                    for (int i = 0; i < target.buffs.Count; ++i)
                    {
                        UIBuffSlot slot = buffsPanel.GetChild(i).GetComponent <UIBuffSlot>();

                        // refresh
                        slot.image.color     = Color.white;
                        slot.image.sprite    = target.buffs[i].image;
                        slot.tooltip.text    = target.buffs[i].ToolTip();
                        slot.slider.maxValue = target.buffs[i].buffTime;
                        slot.slider.value    = target.buffs[i].BuffTimeRemaining();
                    }

                    // trade button
                    if (target is Player)
                    {
                        tradeButton.gameObject.SetActive(true);
                        tradeButton.interactable = player.CanStartTradeWith(target);
                        tradeButton.onClick.SetListener(() =>
                        {
                            player.CmdTradeRequestSend();
                        });
                    }
                    else
                    {
                        tradeButton.gameObject.SetActive(false);
                    }

                    // guild invite button
                    if (target is Player && player.InGuild())
                    {
                        guildInviteButton.gameObject.SetActive(true);
                        guildInviteButton.interactable = !((Player)target).InGuild() &&
                                                         player.guild.CanInvite(player.name, target.name) &&
                                                         NetworkTime.time >= player.nextRiskyActionTime &&
                                                         distance <= player.interactionRange;
                        guildInviteButton.onClick.SetListener(() =>
                        {
                            player.CmdGuildInviteTarget();
                        });
                    }
                    else
                    {
                        guildInviteButton.gameObject.SetActive(false);
                    }

                    // party invite button
                    if (target is Player)
                    {
                        partyInviteButton.gameObject.SetActive(true);
                        partyInviteButton.interactable = (!player.InParty() || !player.party.IsFull()) &&
                                                         !((Player)target).InParty() &&
                                                         NetworkTime.time >= player.nextRiskyActionTime &&
                                                         distance <= player.interactionRange;
                        partyInviteButton.onClick.SetListener(() =>
                        {
                            player.CmdPartyInvite(target.name);
                        });
                    }
                    else
                    {
                        partyInviteButton.gameObject.SetActive(false);
                    }
                }
                else
                {
                    panel.SetActive(false);
                }
            }
            else
            {
                panel.SetActive(false);
            }
        }