public void InvestigateTrapIntro(RaidTrap raidTrap, bool isDisarmed) { raidTrap.Relocate(Vector3.zero, 0.1f); if (isDisarmed) { raidTrap.SkeletonAnimation.state.ClearTracks(); raidTrap.SkeletonAnimation.state.SetAnimation(0, "idle", false); RaidSceneManager.RaidPanel.SelectedUnit.SetInvestigateAnimation(true); } else { raidTrap.SkeletonAnimation.state.ClearTracks(); raidTrap.SkeletonAnimation.state.SetAnimation(0, "sprung", false); RaidSceneManager.RaidPanel.SelectedUnit.SetDefendAnimation(true); } raidTrap.SetSortingOrder(ShowoffOrder + 3); RaidSceneManager.RaidPanel.SelectedUnit.SetSortingOrder(ShowoffOrder + 1); }
public void SetTrap(RaidTrap trap, float time, Vector2 offset) { gameObject.SetActive(true); targetValues = Vector3.zero; layoutGroup.spacing = 0; smoothTime = 0; rectTransform.anchoredPosition = offset; int positionedUnits = 1; elements[0].SetTrap(trap, time); for (int i = positionedUnits; i < elements.Count; i++) { elements[i].Reset(); } }
public void SetTrap(RaidTrap trap, float time) { element.preferredWidth = standardUnitWidth; trap.SetRectTarget(rectTransform, time); gameObject.SetActive(true); }