public void Run(long id, float value) { FUIHeadBar headBar = Game.Scene.GetComponent <FUIComponent>().Get(id) as FUIHeadBar; headBar.Bar_HP.self.TweenValue(UnitComponent.Instance.Get(id).GetComponent <HeroDataComponent>().GetAttribute(NumericType.Hp), 0.2f); }
public override void Run(long fuiId, float maxMP) { //Log.Info($"事件收到的血条ID为{fuiId}"); FUIHeadBar headBar = Game.Scene.GetComponent <FUIComponent>().Get(fuiId) as FUIHeadBar; headBar.Bar_MP.self.max = maxMP; }
public override void Run(long fuiId, float changedValue) { //Log.Info($"事件收到的将要改变的数值为{changedValue}"); FUIHeadBar headBar = Game.Scene.GetComponent <FUIComponent>().Get(fuiId) as FUIHeadBar; headBar.Bar_MP.self.TweenValue( ETModel.Game.Scene.GetComponent <UnitComponent>().Get(fuiId).GetComponent <HeroDataComponent>().CurrentMagicValue, 0.2f); }
public override void Run(long fuiId, float changedValue) { //Log.Info($"事件收到的血条ID为{fuiId}"); FUIHeadBar headBar = Game.Scene.GetComponent <FUIComponent>().Get(fuiId) as FUIHeadBar; headBar.Bar_HP.self.TweenValue( ETModel.Game.Scene.GetComponent <UnitComponent>().Get(fuiId).GetComponent <HeroDataComponent>().CurrentLifeValue, 0.2f); Game.Scene.GetComponent <M5V5GameComponent>().GetHotfixUnit(fuiId).GetComponent <FallingFontComponent>().Play(changedValue); }
public override void Run(long fuiId) { this.RunInternal().Coroutine(); var hotfixui = FUIHeadBar.CreateInstance(); //默认将会以Id为Name,也可以自定义Name,方便查询和管理,这里使用血条归属的Unit id作为Name hotfixui.Name = fuiId.ToString(); //Log.Info($"这个英雄血条id为{hotfixui.Name}"); hotfixui.MakeFullScreen(); Game.Scene.GetComponent <FUIComponent>().Add(hotfixui, true); }
public override void Run(long fuiId) { ETModel.Game.Scene.GetComponent <FUIPackageComponent>().AddPackage(FUIPackage.FUIHeadBar); var hotfixui = FUIHeadBar.CreateInstance(); //默认将会以Id为Name,也可以自定义Name,方便查询和管理 hotfixui.Name = fuiId.ToString(); //Log.Info($"这个英雄血条id为{hotfixui.Name}"); hotfixui.MakeFullScreen(); Game.Scene.GetComponent <FUIComponent>().Add(hotfixui, true); }
public override void Dispose() { if (this.IsDisposed) { return; } base.Dispose(); m_Hero = null; m_HeadBar = null; m_Hero2Screen = Vector2.zero; this.m_HeadBarScreenPos = Vector2.zero; }
public void Awake(Unit hero, FUI headBar) { this.m_Hero = hero; HeroDataComponent heroDataComponent = hero.GetComponent <HeroDataComponent>(); this.m_HeadBar = headBar as FUIHeadBar; //这个血量最大值有点特殊,还需要设置一下密度用事件比较好一点 Game.EventSystem.Run(EventIdType.ChangeHPMax, hero.Id, heroDataComponent.MaxLifeValue); this.m_HeadBar.Bar_HP.self.value = heroDataComponent.MaxLifeValue; this.m_HeadBar.Bar_MP.self.max = heroDataComponent.MaxMagicValue; this.m_HeadBar.Bar_MP.self.value = heroDataComponent.MaxMagicValue; }
public void Awake(Unit hero, FUI headBar) { this.m_Hero = hero; HeroDataComponent heroDataComponent = hero.GetComponent <HeroDataComponent>(); this.m_HeadBar = headBar as FUIHeadBar; //这个血量最大值有点特殊,还需要设置一下密度用事件比较好一点 this.SetDensityOfBar(this.m_Hero.GetComponent <HeroDataComponent>().GetAttribute(NumericType.MaxHp)); this.m_HeadBar.Bar_HP.self.value = heroDataComponent.GetAttribute(NumericType.MaxHp); this.m_HeadBar.Bar_MP.self.max = heroDataComponent.GetAttribute(NumericType.MaxMp); this.m_HeadBar.Bar_MP.self.value = heroDataComponent.GetAttribute(NumericType.MaxMp); }
public override void Run(long fuiId, float maxHP) { //Log.Info($"事件收到的血条ID为{fuiId}"); FUIHeadBar headBar = Game.Scene.GetComponent <FUIComponent>().Get(fuiId) as FUIHeadBar; float actual = 0; if (maxHP % 100 - 0 <= 0.1f) { actual = maxHP / 100 + 1; } else { actual = maxHP / 100 + 2; } headBar.Bar_HP.self.max = maxHP; headBar.HPGapList.numItems = (int)actual; headBar.HPGapList.columnGap = (int)(headBar.HPGapList.actualWidth / (actual - 1)); //ETModel.Log.Info($"此次更新间距:{headBar.HPGapList.columnGap}"); }
public void Run(long id, float value) { FUIHeadBar headBar = Game.Scene.GetComponent <FUIComponent>().Get(id) as FUIHeadBar; headBar.Bar_MP.self.max = value; }