private void BuildSkillSlotForSubSkill(ref SKillSlotUIPositionInput SKillSlotUIPositionInput, int position) { SKillSlotUIPositionInput = new SKillSlotUIPositionInput( rootPivot: RectTransformSetup.BOTTOM_LEFT, rootSize: new Vector2(100, 100), rootLocalPositionInPercentage: new Vector2(-0.48f, SkillSlotUI.VerticalLocalPositionInPercentageFromCenter) + new Vector2(-SkillSlotUI.SubSkillSpaceBetween * position, 0f), backgroundImageSize: new Vector2(40f, 40f), slotIconSize: new Vector2(35f, 35f) ); }
private void BuildSKillSlotUIPositionInputForMainWeapon(ref SKillSlotUIPositionInput SKillSlotUIPositionInput) { SKillSlotUIPositionInput = new SKillSlotUIPositionInput( rootPivot: RectTransformSetup.BOTTOM_RIGHT, rootSize: new Vector2(100, 100), rootLocalPositionInPercentage: new Vector2(0.48f, SkillSlotUI.VerticalLocalPositionInPercentageFromCenter), backgroundImageSize: new Vector2(100, 53.9f), slotIconSize: new Vector2(70f, 70f) ); }
public SkillSlotUI(ref SKillSlotUIPositionInput SKillSlotUIPositionInput) { var instanciatedObject = MonoBehaviour.Instantiate(SkillSlotUIGlobalConfigurationGameObject.Get().SkillSlotUIGlobalConfiguration.SkillSlotUIBasePrefab, CoreGameSingletonInstances.GameCanvas.transform); this.SkillSlotUIGameObject = instanciatedObject.GetComponent <SkillSlotUIGameObject>(); this.SkillSlotUIGameObject.Init(); this.SkillSlotUIGameObject.PositionAndScaleSkillSlot(ref SKillSlotUIPositionInput); }
public void PositionAndScaleSkillSlot(ref SKillSlotUIPositionInput SKillSlotUIPositionInput) { (this.transform as RectTransform).Reset(SKillSlotUIPositionInput.RootPivot); (this.transform as RectTransform).sizeDelta = SKillSlotUIPositionInput.RootSize; (this.transform as RectTransform).SetPivot(SKillSlotUIPositionInput.RootPivot); (this.transform as RectTransform).SetLocalPositionRelativeToCanvasScaler(SKillSlotUIPositionInput.RootLocalPositionInPercentage); (this.BackgroundImage.transform as RectTransform).sizeDelta = SKillSlotUIPositionInput.BackgroundImageSize; (this.SkillSlotUIconIGameObject.transform as RectTransform).sizeDelta = SKillSlotUIPositionInput.SlotIconSize; this.WorldCenter = (this.transform as RectTransform).position; }
public SkillSystem(CoreInteractiveObject AssociatedInteractiveObject, InteractiveObjectActionPlayerSystem interactiveObjectActionPlayerSystem) { SKillSlotUIPositionInput SKillSlotUIPositionInput = default(SKillSlotUIPositionInput); BuildSKillSlotUIPositionInputForMainWeapon(ref SKillSlotUIPositionInput); this.MainWeaponSkillSlot = new SkillSlot(AssociatedInteractiveObject, interactiveObjectActionPlayerSystem, ref SKillSlotUIPositionInput, InputID.FIRING_PROJECTILE_DOWN_HOLD); BuildSkillSlotForSubSkill(ref SKillSlotUIPositionInput, 0); this.SubSkillSlots.Add(new SkillSlot(AssociatedInteractiveObject, interactiveObjectActionPlayerSystem, ref SKillSlotUIPositionInput, InputID.SKILL_1_DOWN_HOLD)); BuildSkillSlotForSubSkill(ref SKillSlotUIPositionInput, 1); this.SubSkillSlots.Add(new SkillSlot(AssociatedInteractiveObject, interactiveObjectActionPlayerSystem, ref SKillSlotUIPositionInput, InputID.SKILL_2_DOWN_HOLD)); BuildSkillSlotForSubSkill(ref SKillSlotUIPositionInput, 2); this.SubSkillSlots.Add(new SkillSlot(AssociatedInteractiveObject, interactiveObjectActionPlayerSystem, ref SKillSlotUIPositionInput, InputID.SKILL_3_DOWN_HOLD)); }
public SkillSlot(CoreInteractiveObject AssociatedInteractiveObject, InteractiveObjectActionPlayerSystem interactiveObjectActionPlayerSystem, ref SKillSlotUIPositionInput SKillSlotUIPositionInput, InputID AssociatedInput) { this.AssociatedInteractiveObject = AssociatedInteractiveObject; this._interactiveObjectActionPlayerSystem = interactiveObjectActionPlayerSystem; this.AssociatedInput = AssociatedInput; this.SkillSlotUI = new SkillSlotUI(ref SKillSlotUIPositionInput); this.CurrentPlayerActionInherentData = new ObjectVariable <InteractiveObjectActionInherentData>(this.OnCurrentPlayerActionInherentDataChanged); this.SkillSlotUI.SetInputText(InputControlLookup.GetInputControlRawName(InputControlLookup.FindTheFirstInputControlForInputID(this.AssociatedInput))); }