public void StartTurn() { isPlayerTurn = PlayerBattleList.Contains(CurrentBattleOrder[0]); CurrentBattleOrder[0].CurrentActionpoints = CurrentBattleOrder[0].UnitStats.ActionPoints; UIBattleMap.instance.EndTurnButton.SetActive(isPlayerTurn); if (!isPlayerTurn) { StartCoroutine(EnemyturnCD()); } else { BattlePlayerControls.instance.selectedUnit = CurrentBattleOrder[0]; CurrentBattleOrder[0].HighlightEnable(Color.cyan); //TODO Move it into UI script foreach (FightAction action in CurrentBattleOrder[0].Actions) { GameObject go = Instantiate(Resources.Load("SkillButton"), UIBattleMap.instance.UnitSkillPanel.transform) as GameObject; UIBattleMap.instance.SkillList.Add(go); BattleSkillButton bsb = go.GetComponent <BattleSkillButton>(); bsb.CostText.text = "" + action.Cost; bsb.Icon.sprite = action.icon; bsb.action = action; bsb.unit = CurrentBattleOrder[0]; UIBattleMap.instance.SkillList.Add(go); } } }
private void InitSkillBtnList() { SkillList_ = new List <BattleSkillButton>(); SkillListRoot_ = transform.FindChild("Root/SkillList/Content"); for (int i = 0; i < SkillBtnCount; i++) { GameObject go = Global.CreateUI("BattleSkillButton", SkillListRoot_.gameObject); go.name = i.ToString(); BattleSkillButton script = go.AddComponent <BattleSkillButton>(); SkillList_.Add(script); ClientSkill skill = CommandShip_.GetSkillByIndex(i); if (skill == null) //为空的时候理解为未解锁,现在没这个状态,以后再加 //进入未解锁状态 { } else { script.SkillID = skill.ID; bool isAble = true;//是否激活,待取 script.ConfigIcon(skill.Prop.disableicon, skill.Prop.enableicon); script.EnableSkill(isAble); BattleSceneDisplayManager.EventOnSkillSing += script.ForbidFireSkill; BattleSceneDisplayManager.EventOnSkillTrigger += script.CoolDownSkill; } script.SelectedSkillCallback += SetSelectSkill; script.FireSkillCallback += FireSkill; } }