protected override bool AKEvent(FC_KEY_BIND ekb, bool isPress) { if (!_isFinalAttack) { if (ekb > FC_KEY_BIND.DIRECTION && isPress) { ekb = _currentBindKey; if (!_beginToCountTime) { _timeCount = 0; _beginToCountTime = true; } _keyCount++; if (_keyCount >= _keyCountToMaxPower) { _currentPortIdx = 0; } } } else { base.AKEvent(ekb, isPress); } return(true); }
public void SetKeyState(FC_KEY_BIND ekb, bool enableKey) { if (ekb != FC_KEY_BIND.NONE) { if (ekb == FC_KEY_BIND.MAX) { _keyCache[0]._beEnable = enableKey; ClearKeyPress(0); if (_keyCache != null && _keyCache.Length > 0) { for (int i = 1; i < FCConst.FC_KEY_FOR_TOUCH; i++) { _owner.ACOwner._enableInputKey((FC_KEY_BIND)i, enableKey); _keyCache[i]._beEnable = enableKey; ClearKeyPress(i); } } } else { _keyCache[(int)ekb]._beEnable = enableKey; ClearKeyPress((int)ekb); if (ekb > FC_KEY_BIND.DIRECTION) { _owner.ACOwner._enableInputKey(ekb, enableKey); } } } RefreshActiveKey(); }
private void BindSkillKey() { int keyCantSee = FCConst.FC_KEY_FOR_TOUCH; foreach (FCSkillMap skillMap in _skillMaps) { foreach (FCSkillConfig config in skillMap._skillConfigs) { if (IsSkill(config._skillName)) { FC_KEY_BIND key = GetSkillKeyBind(config._skillName); if (key == FC_KEY_BIND.NONE && _owner.IsPlayerSelf) { key = (FC_KEY_BIND)keyCantSee; keyCantSee++; if (keyCantSee > FCConst.FC_KEY_MAX - 1) { break; } } config._keyBind = key; } } } }
void SetSkillIcon(FC_KEY_BIND pos, Texture2D icon) { GameObject skillButton = _skillIcons[(int)pos - 1]; if (icon != null) { skillButton.SetActive(true); UITexture tex = _skillTexes[(int)pos - 1]; tex.mainTexture = icon; if (_skillTextures[(int)pos - 1] != null) { Resources.UnloadAsset(_skillTextures[(int)pos - 1]); } _skillTextures[(int)pos - 1] = icon; } else // There is no skill in this slot. { skillButton.SetActive(false); if (_skillTextures[(int)pos - 1] != null) { Resources.UnloadAsset(_skillTextures[(int)pos - 1]); } _skillTextures[(int)pos - 1] = null; } }
public void ReleaseKey(FC_KEY_BIND keyb) { int keyValue = (int)keyb; _keyCache[keyValue]._keyPress = false; _keyCache[keyValue]._curPriority = -1; RefreshActiveKey(); }
protected override bool AKEvent(FC_KEY_BIND ekb, bool isPress) { if (_currentState == AttackBase.ATTACK_STATE.STEP_1 || _currentState == AttackBase.ATTACK_STATE.STEP_2) { return(true); } return(false); }
protected override bool AKEvent(FC_KEY_BIND ekb, bool isPress) { if (ekb == _currentBindKey) { _currentCDTime -= Time.deltaTime * _cdDecreaseSpeed; _keyEffectTimeCounter = _keyEffectTime; _currentCDTime = Mathf.Clamp(_currentCDTime, _minCDTime, _maxCDTime); } return(true); }
public bool keyIsPress(FC_KEY_BIND keyb) { int keyValue = (int)keyb; if (keyValue < 0) { return(false); } return(_keyCache[keyValue]._keyPress && _keyCache[keyValue]._beActive); }
public void UpdateInputKeyState(FC_KEY_BIND keyBind, float timeLast, float timeLastPercent) { UILabel label = _skillLabels[(int)keyBind - 1]; label.text = Mathf.RoundToInt(timeLast).ToString(); if (label.text == "0") { label.text = ""; } }
public int CompareTwoSkillPriority(FC_KEY_BIND keya, FC_KEY_BIND keyb) { int keyValuea = (int)keya; int keyValueb = (int)keyb; if (keyValuea >= 0 && keyValueb >= 0) { return(_keyCache[keyValuea]._orgPriority - _keyCache[keyValueb]._orgPriority); } return(0); }
protected override bool AKEvent(FC_KEY_BIND ekb, bool isPress) { if (ekb > FC_KEY_BIND.DIRECTION && isPress) { ekb = _currentBindKey; } else { base.AKEvent(ekb, isPress); } return(true); }
protected override bool AKEvent(FC_KEY_BIND ekb, bool isPress) { if (_currentState == AttackBase.ATTACK_STATE.STEP_1) { if (isPress == true && ekb == _currentBindKey) { _owner.AttackCountAgent.NextSkillID = _owner.AttackCountAgent.CurrentSkillID; } return(true); } return(false); }
public void PressKey(FC_KEY_BIND keyb) { int keyValue = (int)keyb; if (keyValue == 0 || (_keyCache[keyValue]._skillIdx >= 0 && _owner.AttackCountAgent.SkillIsCD(_keyCache[keyValue]._skillIdx))) { _keyCache[keyValue]._keyPress = true; if (_keyCache[keyValue]._curPriority < _keyCache[keyValue]._orgPriority) { _keyCache[keyValue]._curPriority = _keyCache[keyValue]._orgPriority; } RefreshActiveKey(); } }
void SetSkillState(FC_KEY_BIND pos, bool active) { int skillIndex = (int)pos - 1; if (pos == FC_KEY_BIND.ATTACK_5) { ActionController ac = ObjectManager.Instance.GetMyActionController(); if (null != ac) { active = ac.SkillGodDownActive; } } SetState(_skillButton[skillIndex], _skillTexes[skillIndex], _skillLabels[skillIndex], _skillParticles[skillIndex], active); }
private FC_KEY_BIND GetSkillKeyBind(string skillName) { FC_KEY_BIND key = FC_KEY_BIND.NONE; for (int i = 0; i < _skillMaps.Length; i++) { FCSkillConfig[] sc = _skillMaps[i]._skillConfigs; for (int j = 0; j < sc.Length; j++) { if (sc[j]._skillName == skillName) { key = sc[j]._keyBind; } } } return(key); //List<string> usedSkill = PlayerInfo.Instance.activeSkillList; //for(int i = 0; i< usedSkill.Count; i++) //{ // if (usedSkill[i] == skillName) // { // if(i == 0) // { // return FC_KEY_BIND.ATTACK_2; // } // else if( i== 1) // { // return FC_KEY_BIND.ATTACK_3; // } // else if( i== 2) // { // return FC_KEY_BIND.ATTACK_4; // } // else if( i== 3) // { // return FC_KEY_BIND.ATTACK_5; // } // } //} //return key; }
private void ConfigureSkillIcons() { for (FC_KEY_BIND key = FC_KEY_BIND.ATTACK_2; key <= FC_KEY_BIND.ATTACK_5; key++) { SkillData sd = DataManager.Instance.GetSkillByKey(key); if (sd != null) { Texture2D tex = InJoy.AssetBundles.AssetBundles.Load(sd.iconPath) as Texture2D; SetSkillIcon(key, tex); } else { SetSkillIcon(key, null); } } }
public void RefreshActiveKey() { int key = -1; int keyP = 0; int i = 0; for (; i < _keyCache.Length; i++) { if (_keyCache[i]._beActive && _keyCache[i]._beEnable && _keyCache[i]._keyPress == true && _keyCache[i]._curPriority > keyP) { key = i; keyP = _keyCache[i]._curPriority; } } _activeKey = (FC_KEY_BIND)key; }
public SkillData GetSkillByKey(FC_KEY_BIND key) { int pos = (int)key - 2; List <string> usedSkills = PlayerInfo.Instance.activeSkillList; List <SkillData> usedSkillsData = GetCurrentUsedSkill(); if (pos >= usedSkills.Count || usedSkills[pos] == "") { return(null); } foreach (SkillData sd in usedSkillsData) { if (usedSkills[pos] == sd.skillID) { return(sd); } } return(null); }
protected override bool AKEvent(FC_KEY_BIND ekb, bool isPress) { if (ekb != FC_KEY_BIND.NONE && ekb != FC_KEY_BIND.DIRECTION && isPress) { ekb = _currentBindKey; } base.AKEvent(ekb, isPress); if (_shadowStep == 1 && ekb == _currentBindKey) { if (isPress) { _countForBolt++; } if (_countForBolt >= _countMaxForShowBolt) { _boltCount++; if (_boltCount >= _boltMaxCount) { _boltCount = _boltMaxCount; _strikeCount = _strikeCountMax; } UIBattleSkillTips.Instance.NextStar(); _battleCharEffect.ShowEffect(_boltCount); _countForBolt = 0; } if (isPress) { _currentCDTime -= _cdTimeChangeSpeed * Time.deltaTime; _currentCDTime = Mathf.Clamp(_currentCDTime, _skrikeCoolDownTimeMin, _skrikeCoolDownTime); } else { _currentCDTime += _cdTimeRecoverSpeed * Time.deltaTime; _currentCDTime = Mathf.Clamp(_currentCDTime, _skrikeCoolDownTimeMin, _skrikeCoolDownTime); } } return(true); }
protected override bool AKEvent(FC_KEY_BIND ekb, bool isPress) { return(true); }
void EnableInputKey(FC_KEY_BIND keyBind, bool beActive) { SetSkillState(keyBind, beActive); }
protected override bool AKEvent(FC_KEY_BIND ekb, bool isPress) { return(base.AKEvent(ekb, isPress)); }