// Update is called once per frame void Update() { if (ability != null) { //TODO probably move for performance tooltipAbility.SetAbility(ability); } }
public void SetAbility(Ability ability, bool isSelected) { currentAbility = ability; if (ability == null) { icon.sprite = null; icon.color = ColorPallete.GetColor("Grey"); highlight.enabled = false; } else { icon.sprite = SpriteLibrary.GetAbilitySprite(ability.abilityName); icon.color = Color.white; tooltip.SetAbility(ability); tooltip.gameObject.SetActive(false); selected = isSelected; if (selected) { highlight.enabled = true; } else { highlight.enabled = false; } } }
public void OnHoverEnter(BaseEventData baseEventData) { if (ability != null && ability.TooltipPrefab != null) { tooltip = Instantiate <AbilityTooltip>(ability.TooltipPrefab, transform); tooltip.SetAbility(ability); } }
// Update is called once per frame void Update() //TODO make this only trigger when the ability is changed { if (!player) { return; } AbilityList abilityList = player.GetComponent <AbilityList>(); if (abilityList.abilities.Count < abilityNumber) { return; } if (ability != abilityList.abilities[abilityNumber - 1]) { // update the ability ability = abilityList.abilities[abilityNumber - 1]; // update the tooltip tooltipAbility.SetAbility(abilityList.abilities[abilityNumber - 1]); // update the icon icon.sprite = abilityList.abilities[abilityNumber - 1].abilitySprite; // activate or deactivate the cooldown bar //activateCooldownBarIfNecessary(); // update the number of charges in the charge display //chargeDisplay.updateMaxCharges((int) playerCharges.maxCharges[abilityNumber - 1]); // inform the skill saving manager save(); } if (!playerMana.hasEnoughManaToUse(ability)) { if (!outOfMana.gameObject.activeSelf) { outOfMana.gameObject.SetActive(true); } } else { outOfMana.gameObject.SetActive(false); } //if (cooldownBar.gameObject.activeSelf) //{ // cooldownBar.currentFill = 1 - playerCharges.getChargesFloat(ability); // if (cooldownBar.currentFill < 0) { cooldownBar.currentFill = 0; } //} if (cooldownBarActive && cooldownBar && !cooldownBar.gameObject.activeSelf) { cooldownBar.gameObject.SetActive(true); } if (!cooldownBarActive && cooldownBar && cooldownBar.gameObject.activeSelf) { cooldownBar.gameObject.SetActive(false); } }
public void SetAbility(Ability a, Unit actor) { ability = a; currentUnit = actor; tooltip.SetAbility(a); if (a == null) { pic.sprite = defaultEmpty; pic.color = ColorPallete.GetColor("Black"); usable = false; } else { pic.sprite = SpriteLibrary.GetAbilitySprite(a.abilityName); SetUsable(); } }
// Update is called once per frame void Update() { if (ability != null) //TODO probably move for performance { tooltipAbility.SetAbility(ability); } if (skillTree == null) { foreach (SkillTree tree in SkillTree.all) { if (tree.ability == ability) { skillTree = tree; } } } }