public void Load() { List <SkillWrapper> sortedSkills = new List <SkillWrapper>(m_entity.m_skills); sortedSkills.Sort(new SkillComparer()); sortedSkills.Reverse(); foreach (SkillWrapper wrapper in sortedSkills) { GameObject skillObject = Instantiate(m_skillPrefab, m_contentParent); Image skillIcon = skillObject.GetComponent <Image>(); TextMeshProUGUI trainingLevel = skillObject.GetComponentInChildren <TextMeshProUGUI>(); skillIcon.sprite = wrapper.GetSkill().m_icon; trainingLevel.text = wrapper.TrainingLevel.ToString(); if (!wrapper.Learned) { trainingLevel.text = ""; skillIcon.color = new Color(1, 1, 1, m_nonLearnedAlpha / 255f); } UISkill uiSkill = skillObject.GetComponent <UISkill>(); uiSkill.m_skill = wrapper; uiSkill.m_loader = this; } }
public void entering() { if (movedSkills != null) { auxSkill = movedSkills.GetComponentInChildren <UISkill>(); } }
/// <summary> /// 初始化视图显示 /// </summary> public void InitView(HeroModel hero) { //头像 ResourceManager.Instance.Load(Paths.RES_HEAD + hero.Name, typeof(Image), this); //血条 barHp.value = (float)hero.CurrHp / hero.MaxHp; txtHp.text = string.Format("{0}/{1}", hero.CurrHp, hero.MaxHp); //蓝条 barMp.value = (float)hero.CurMp / hero.MaxMp; txtMp.text = string.Format("{0}/{1}", hero.CurMp, hero.MaxMp); //经验 barExp.value = (float)hero.Exp / (hero.Level * 100); txtLv.text = string.Format("Lv.{0}", hero.Level); //统计 txtKDA.text = string.Format("Kill:{0} Dead:{1}", hero.Kill, hero.Dead); txtMoney.text = hero.Money.ToString(); //属性 txtAttack.text = hero.Attack.ToString(); txtDefense.text = hero.Defense.ToString(); //更新技能列表 for (int i = 0; i < skills.Length; i++) { UISkill skill = skills[i]; skill.Init(hero.Skills[i]); } }
/// <summary> /// 更新显示 /// </summary> /// <param name="hero"></param> public void UpdateView(HeroModel hero) { //血条 barHp.value = (float)hero.CurrHp / hero.MaxHp; txtHp.text = string.Format("{0}/{1}", hero.CurrHp, hero.MaxHp); //死亡检查 if (hero.CurrHp == 0) { //显示灰白屏幕 //TODO } //蓝条 barMp.value = (float)hero.CurMp / hero.MaxMp; txtMp.text = string.Format("{0}/{1}", hero.CurMp, hero.MaxMp); //经验 barExp.value = (float)hero.Exp / (hero.Level * 100); txtLv.text = string.Format("Lv.{0}", hero.Level); //统计 txtKDA.text = string.Format("Kill:{0} Dead:{1}", hero.Kill, hero.Dead); txtMoney.text = hero.Money.ToString(); //属性 txtAttack.text = hero.Attack.ToString(); txtDefense.text = hero.Defense.ToString(); //更新技能列表 for (int i = 0; i < skills.Length; i++) { UISkill skill = skills[i]; skill.Init(hero.Skills[i]); } }
public void ConfigureSkill(UISkill button) { button.SetCurrentSkill(this); button.ChangeIcon(imageIcon); button.ChangeCoolDown(cooldownTime); button.SetTimer(timeActivated); button.ConfigureButton(); }
// Use this for initialization void Start() { UICanvas UIcanvas = GameObject.FindGameObjectWithTag("UICanvas").GetComponent <UICanvas>(); Tooltip = UIcanvas.Tooltip; stat = UIcanvas.Stat.GetComponent <UIStat>(); skill = UIcanvas.Skill.GetComponent <UISkill>(); }
private void eliminateOtherSkills() { SkillbarPanel[] panels = GameObject.FindObjectsOfType <SkillbarPanel>(); foreach (SkillbarPanel panel in panels) { UISkill skill = panel.GetComponentInChildren <UISkill>(); if (skill != null && skill.gameObject != this.gameObject && skill.skillNumber == mySkill.skillNumber) { Destroy(skill.gameObject); } } }
//初始化 public void Init() { //1.拿到技能数据,初始化技能按钮 for (int i = 0; i < GameController.Instance.playerData.SkillList.Count; i++) { UISkill uiskill = transform.Find("Skill/ButtonSkill" + (i + 1)).GetComponent <UISkill>(); Skill skill = GameController.Instance.playerData.SkillList[i]; uiskill.Init(skill); //将uiskill,引用存入字典结构 uiSkillDic.Add(skill.Id, uiskill); } }
private void OnEnable() { for (int i = 0; i < NumberOfSlots; i++) { GameObject instance = Instantiate(slotPrefab); instance.transform.SetParent(slopPanel); instance.transform.localScale = new Vector3(1, 1, 1); UISkill tempUIItem = instance.GetComponentInChildren <UISkill>(); // tempUIItem.Initialization(singletonInventory); uISkills.Add(tempUIItem); } Cursor.visible = true; Enabling?.Invoke(); }
void Start() { //Initializing stuff if (myImage == null) { myImage = this.GetComponent <Image>(); } myImage.color = defaultColor; movedSkills = GameObject.Find("Moved Skills"); mySkill = GetComponent <UISkill>(); player = GameObject.FindObjectOfType <Player>(); isMouseOverMe = false; wasBeingUsed = false; }
public void FindUICanvas() { UICanvas UIcanvas = GameObject.FindGameObjectWithTag("UICanvas").GetComponent <UICanvas>(); UIStat = UIcanvas.stat.GetComponent <UIStat>(); UIIcon = UIcanvas.icon.GetComponent <UIIcon>(); UISkill = UIcanvas.skill.GetComponent <UISkill>(); UIRecall = UIcanvas.recall; UIRightTop = UIcanvas.rightTopUI.GetComponent <UIRightTop>(); isUICanvasFind = true; chatFunction = GameObject.FindGameObjectWithTag("ChatManager").GetComponentInChildren <ChatFunction>(); csTextPool = GameObject.FindGameObjectWithTag("CSText").GetComponent <CsTextPool>(); }
// Update is called once per frame void Update() { string s = Input.inputString; foreach (char c in s) { foreach (SkillbarPanel panel in panels) { if (panel.c == c) { UISkill skill = panel.GetComponentInChildren <UISkill>(); if (skill != null) { int a = skill.skillNumber; Ray ray = Camera.main.ScreenPointToRay(Input.mousePosition); RaycastHit[] rcArray = Physics.RaycastAll(ray); Character character = null; Vector3 floorPoint = Vector3.zero; foreach (RaycastHit rc in rcArray) { if (isFloor(rc)) { //player.castSkill(a, rc.point); floorPoint = rc.point; } if (getCharacter(rc) != null) { character = getCharacter(rc); } } player.castSkill(a, floorPoint, character); } } } } if (Input.GetKeyDown(KeyCode.Escape)) { Menu[] menus = GameObject.FindObjectsOfType <Menu>(); bool noMenus = true; foreach (Menu menu in menus) { noMenus = false; menu.close(); } if (noMenus) { openMainMenu(); } } }
public UISkillPanel(RectTransform parent) { transform = CanvasTool.InstantiateEmptyUI("UISkillPanel", parent, Vector3.zero).GetComponent <RectTransform>(); ISkillModle[] modleArr = SceneManager.mainCharacter.skill.GetSkillModleArray(); if (null == modleArr || modleArr.Length == 0 || modleArr.Length > localPosArr.Length) { DebugTool.LogError("UISkillPanel UISkillPanel modleArr is error!!!"); return; } // end if skillUIArr = new UISkill[modleArr.Length]; for (int i = 0; i < modleArr.Length; i++) { skillUIArr[i] = new UISkill(modleArr[i], transform, localPosArr[i], new Vector2(100, 100)); } // end for } // end UISkillPanel
void detectNewSkill() { if (Input.GetMouseButtonDown(0) || Input.GetMouseButtonDown(1)) { if (auxSkill != null) { //auxSkill.setMovable(false); eliminateSkillsInParent(); auxSkill.gameObject.GetComponent <RectTransform>().SetParent(this.transform.parent); auxSkill.transform.position = this.transform.position; mySkill = auxSkill; skillNumber = auxSkill.skillNumber; //keyboard.setSkill(c, this.mySkill); } } }
public void SetItem(Skill item, UISkill owner, bool equiped) { this.item = item; if (this.title != null) { this.title.text = this.item.Define.Name; } if (this.level != null) { this.level.text = this.item.Info.Level.ToString(); } if (this.icon != null) { this.icon.overrideSprite = Resloader.Load <Sprite>(this.item.Define.Icon); } }
public override void OnInspectorGUI() { base.OnInspectorGUI(); UISkill m_Button = target as UISkill; if (EditorTools.DrawHeader("技能相关")) { EditorTools.BeginContents(); GUILayout.BeginVertical(); GUILayout.Space(4f); m_Button.Mask = (EditorGUILayout.ObjectField("冷却遮罩", m_Button.ClickClip, typeof(UIImage), true)) as UIImage; GUILayout.Space(4f); GUILayout.EndVertical(); EditorTools.EndContents(); } }
// Use this for initialization void Start() { player = GameObject.FindObjectOfType <Player>(); image = this.GetComponent <Image>(); initialColor = image.color; inviColor = image.color; inviColor.a = invisibleAlpha; mySkill = this.transform.parent.GetComponentInChildren <UISkill>(); if (mySkill != null) { skillNumber = mySkill.skillNumber; } movedSkills = GameObject.Find("Moved Skills"); if (movedSkills != null) { auxSkill = movedSkills.GetComponentInChildren <UISkill>(); } }
void OnDestroy() { instance = null; rootArray = null; cameraArray = null; lobbyPanelPathArray = null; uiLobby = null; uiLobbyButton = null; uiMessageBox = null; uiHero = null; uiSkill = null; uiBullet = null; uiGoldShop = null; uiCashShop = null; uiLobbyButton = null; lobbyTabGroup = null; }
public void setModeCancel() { if (!isLocalPlayer) { print("Not local player!"); return; } print("Local player! Cancel"); if (selectedShip != null) { selectedShip.GetComponent <JPShip>().SetSelected(false); } selectedShip = null; targetShip = null; print("Mode Cancel " + targetMode); targetMode = 0; marker.SetActive(false); currentSkill = null; currentButton = null; skillActive = false; skillTimingSpacing = false; }
public void SkillPressed(int skillNum, UISkill sendingSkill) { currentSkill = null; skillIndex = skillNum; //tapCount = 0; BaseSkill tempSkill = selectedShip.GetComponent <JPShip>().skills[skillNum]; if ((!tempSkill.gameObjectRequired) && (!tempSkill.locationRequired)) { currentButton = sendingSkill; SetSkill(); skillActive = true; skillTimingSpacing = false; } else { currentSkill = tempSkill; currentButton = sendingSkill; skillActive = true; skillTimingSpacing = true; } selectedShip.GetComponent <JPShip>().skills[skillNum].TriggerSkillPreview(false); }
public void exiting() { auxSkill = null; }
public void SkillPreview(int skillNum, UISkill sendingSkill) { print("Input preview " + skillNum); selectedShip.GetComponent <JPShip>().skills[skillNum].TriggerSkillPreview(true); }
private void LoadUICompleteCB(GameObject gameObj, System.Guid uid, params object[] param) { if (gameObj != null) { GameObject createObj = Instantiate(gameObj) as GameObject; createObj.transform.parent = rootArray[(int)eRootType.Type_Back].transform; createObj.transform.localPosition = Vector3.zero; createObj.transform.localScale = gameObj.transform.localScale; switch ((eUIType)param[0]) { case eUIType.Type_Lobby: uiLobby = createObj.GetComponent <UILobby>(); break; case eUIType.Type_Lobby_Button: uiLobbyButton = createObj.GetComponent <UILobbyButton>(); break; case eUIType.Type_MessageBox: uiMessageBox = createObj.GetComponent <UIMessageBox>(); break; case eUIType.Type_Waiting: uiWaiting = createObj.GetComponent <UIWaiting>(); break; case eUIType.Type_Hero: uiHero = createObj.GetComponent <UIHero>(); if (lobbyTabGroup != null) { lobbyTabGroup[(int)eUILobbyTab.Type_Hero] = uiHero; } break; case eUIType.Type_Skill: uiSkill = createObj.GetComponent <UISkill>(); if (lobbyTabGroup != null) { lobbyTabGroup[(int)eUILobbyTab.Type_Skill] = uiSkill; } break; case eUIType.Type_Weapon: uiBullet = createObj.GetComponent <UIBullet>(); if (lobbyTabGroup != null) { lobbyTabGroup[(int)eUILobbyTab.Type_Weapon] = uiBullet; } break; case eUIType.Type_Gold: uiGoldShop = createObj.GetComponent <UIGoldShop>(); if (lobbyTabGroup != null) { lobbyTabGroup[(int)eUILobbyTab.Type_Gold] = uiGoldShop; } break; case eUIType.Type_Gem: uiCashShop = createObj.GetComponent <UICashShop>(); if (lobbyTabGroup != null) { lobbyTabGroup[(int)eUILobbyTab.Type_Gem] = uiCashShop; } break; } } }