コード例 #1
0
        public SkillIconItem(Transform Parent, BaseSkill Skill, RectTransform CancelObj, bool IsRect /*temp*/)
        {
            this.Skill = Skill;

            IconTransform = AssetManager.CreatePrefabSync(new AssetUri(IsRect ? "prefabs/skillicon.prefab" : "prefabs/newskillIcon.prefab")).transform;
            IconTransform.SetParent(Parent, false);
            UIHelper.GetComponent <Image>(IconTransform, "BG/Icon").sprite = AssetManager.CreateAssetSync <Sprite>(new AssetUri(Skill.Icon));
            UIHelper.GetComponent <Image>(IconTransform, "BG/Mask").sprite = AssetManager.CreateAssetSync <Sprite>(new AssetUri(Skill.Icon));

            Mask_            = IconTransform.Find("BG/Mask").GetComponent <Image>();
            Mask_.fillAmount = 1;

            CDText_ = IconTransform.Find("CD").GetComponent <Text>();
            CDText_.gameObject.SetActive(false);

            NameText_      = IconTransform.Find("Name").GetComponent <Text>();
            NameText_.text = Skill.Name;

            Selector_ = SkillLibrary.Get(Skill.SkillID).Selector.Clone();
            var Args = new SkillArgs(Skill)
            {
                CancelObj = CancelObj
            };

            Selector_.BindCarrier(IconTransform, Args, (SArgs) =>
            {
                Skill.Master.Skill.UseSkill(SArgs);
            });
        }
コード例 #2
0
    // Use this for initialization
    void Start()
    {
        Units    = new Dictionary <string, UnitDefinition>();
        SkillLib = GetComponent <SkillLibrary>();

        LoadPredefinedUnits();
    }
コード例 #3
0
 public void FillData()
 {
     EventLibrary.LoadLibrary(Path.Combine(Program.DictonariesDir, "EventLibrary.json"));
     SkillLibrary.FillData();
     TazunaLibrary.LoadLibrary(Path.Combine(Program.DictonariesDir, "TazunaLibrary.json"));
     FactorLibrary.FillData();
     MissionLibrary.FillData();
     FreeShopLibrary.FillData();
 }
コード例 #4
0
        public PassiveSkill AddPassiveSkill(uint SkillID, float SustainTime, bool Notify = false)
        {
            var Skill = SkillManager.AddPassiveSkill(SkillLibrary.Get(SkillID), Master, SustainTime);

            if (Skill == null)
            {
                return(null);
            }

            return(AddSkill(Skill, Notify) as PassiveSkill);
        }
コード例 #5
0
        public NpcSkill AddNpcSkill(uint SkillID, bool Notify = false)
        {
            var Skill = SkillManager.AddNpcSkill(SkillLibrary.Get(SkillID), Master);

            if (Skill == null)
            {
                return(null);
            }

            return(AddSkill(Skill, Notify) as NpcSkill);
        }
コード例 #6
0
ファイル: TestCombatSetup.cs プロジェクト: Zodiannok/Beneath
    // Use this for initialization
    void Start()
    {
        UnitLibrary      = GameLibrary.GetComponent <UnitLibrary>();
        SkillLibrary     = GameLibrary.GetComponent <SkillLibrary>();
        PlayerPartyPanel = PlayerPartyPanelObj.GetComponent <PartyPanel>();
        EnemyPartyPanel  = EnemyPartyPanelObj.GetComponent <PartyPanel>();

        CreateDefaultPlayerParty();
        CreateDefaultEnemyParty();

        Resolver = new CombatResolver(PlayerParty, EnemyParty);
    }
コード例 #7
0
 private void UpdateProbe(QuickNode Node)
 {
     if (Node != null)
     {
         ProbeObj_.SetActive(true);
         ProbeIcon_.sprite = AssetManager.CreateAssetSync <Sprite>(new AssetUri(SkillLibrary.Get(Node.ID).Icon));
         ProbeName_.text   = SkillLibrary.Get(Node.ID).Name;
     }
     else
     {
         ProbeObj_.SetActive(false);
     }
 }
コード例 #8
0
        public static void Generate()
        {
            WaveList = new Dictionary <uint, WaveData>();
            for (var Wave = 1u; Wave <= MaxWaveLv; ++Wave)
            {
                WaveList.Add(Wave, new WaveData(Wave));
            }

            MainBullet = new MainBulletData(MaxWaveLv);

            SkillList = new Dictionary <uint, SkillData>();
            SkillLibrary.Generate();
            BuffLibrary.Generate();
        }
コード例 #9
0
ファイル: Unit.cs プロジェクト: Zodiannok/Beneath
    public Unit(UnitDefinition definition, SkillLibrary skillLib)
    {
        Definition = definition;

        Profile      = new UnitProfile();
        Profile.Name = definition.DisplayedName;

        Status = new UnitStatus();
        SetLevelFullStats(1, 0);

        Skills = new List <Skill>();
        if (definition.InnateSkills != null)
        {
            foreach (string skillName in definition.InnateSkills)
            {
                skillLib.LearnSkill(this, skillName);
            }
        }

        JoinedParty = null;
    }
コード例 #10
0
 public QuickControlUI()
     : base(UIDepthMode.Normal, 0)
 {
     Controller_ = new QuickController();
     SkillLibrary.PatchQuickController(Controller_);
 }