public override void ChangeSlot(ButtonSlotBase sourceSlot) { if (sourceSlot == null) { return; } SkillSlot sourceSkillSlot = sourceSlot.GetComponent <SkillSlot>(); // Reset Icon Color. sourceSkillSlot.isIconColorResetTrigger = true; isIconColorResetTrigger = true; Sprite sourceIcon = sourceSkillSlot.icon.sprite; Skill sourceSkill = sourceSkillSlot.skill; sourceSkillSlot.AddSkill(this.icon.sprite, this.skill); AddSkill(sourceIcon, sourceSkill); // 若起始選取的技能欄位是快捷鍵,則同步更新戰鬥畫面上的UI技能欄 if (slotBeginDrag.slotType == SlotType.MenuHotKey) { MenuSkillSlot menuSkillSlot = slotBeginDrag.GetComponent <MenuSkillSlot>(); menuSkillSlot.linkSkillSlotOnCombatUI.AddSkill(sourceSlot.icon.sprite, sourceSkillSlot.skill); menuSkillSlot.linkSkillSlotOnCombatUI.isIconColorResetTrigger = true; } }
public void ResetPlayerCombatSkillSlotUI() { // 連結Menu與戰鬥畫面UI的技能快捷鍵 if (linkSkillSlotOnCombatUI == null) { return; } linkSkillSlotOnCombatUI.AddSkill(this.icon.sprite, this.skill); linkSkillSlotOnCombatUI.isIconColorResetTrigger = true; if (slotBeginDrag != null && slotBeginDrag.slotType == SlotType.MenuHotKey) { MenuSkillSlot menuSkillSlot = slotBeginDrag.GetComponent <MenuSkillSlot>(); var linkedSlot = menuSkillSlot.linkSkillSlotOnCombatUI; linkedSlot.AddSkill(menuSkillSlot.icon.sprite, menuSkillSlot.skill); linkedSlot.isIconColorResetTrigger = true; } }