コード例 #1
0
ファイル: MeshModifier.cs プロジェクト: zt14427/gamerclub
    public void Metalize(float duration)
    {
        float metalBuoyancy = 0.3f;

        StatusEffectUI.AddEffect("Metallized", duration, "grey");
        configureCurrentSkin();
        StartCoroutine(buoyancyChange(Metal, duration, metalBuoyancy));
    }
コード例 #2
0
ファイル: PokeUIState.cs プロジェクト: nalatoli/PokeBattleHD
    /// <summary> Clear select states of all but one status effect field. </summary>
    /// <param name="effectUI"> Field to enable. </param>
    public void ClearSelectStates(StatusEffectUI effectUI)
    {
        foreach (StatusEffectUI field in statusEffects)
        {
            if (field == effectUI)
            {
                field.SetHover(true);
            }

            else
            {
                field.SetHover(false);
            }
        }
    }
コード例 #3
0
ファイル: ShrinkingPotion.cs プロジェクト: zt14427/gamerclub
 private void OnTriggerEnter(Collider other)
 {
     Debug.Log("Potion collided with: " + other.transform.name);
     if (other.tag.Equals("Player"))
     {
         Debug.Log("shrinking");
         if (other.gameObject.GetComponent <PhotonView>().IsMine)
         {
             LocalStats.scale         = 0.5f;
             LocalStats.scaleDuration = duration;
             StatusEffectUI.AddEffect("Shrunk", duration, "purple");
             LocalStats.Scale();
         }
         StartCoroutine(respawnPotion());
     }
 }
コード例 #4
0
    /// <summary> Re-writes the entire status effect display. </summary>
    /// <param name="status"> Pokemon status to extract information from. </param>
    private void SetStatusEffects(PokemonInstanceStatus status)
    {
        /* Remove and Destroy Current Fields */
        for (int i = statusEffects.Count - 1; i >= 0; i--)
        {
            Destroy(statusEffects[i].gameObject);
            statusEffects.RemoveAt(i);
        }

        /* Foreach New Status Effect */
        foreach (StatusEffect effect in status.state.statusEffects)
        {
            /* Instantiate A New Field */
            StatusEffectUI field = Instantiate(statusEffectPrefab, statusEffectsContainer);

            /* Fill In The Field */
            field.Load(effect);

            /* Add This Field To List Of Fields */
            statusEffects.Add(field);
        }
    }