public void init(FightSkill skill) { this.skill = skill; Sprite sp = Resources.Load <Sprite>("SkillIcon/" + skill.code); background.sprite = sp; mask.gameObject.SetActive(true); }
public void active(FightSkill skill, Vector3 position) { icon.sprite = ResourceLoad.getSkillIcon(FightScene.player.heroId + "_" + skill.id); text.text = skill.name; info.text = skill.info; gameObject.transform.localPosition = position; gameObject.SetActive(true); }
public void Active(FightSkill skill, Vector3 position) { icon.sprite = ResourceMgr.Instance.GetSprite("skill_icon_" + skill.id); skillName.text = skill.name; info.text = skill.info; gameObject.transform.localPosition = position; gameObject.SetActive(true); }
public void setIcon(int hero, FightSkill skill) { this.skill = skill; Sprite sp = ResourceLoad.getSkillIcon(hero + "_" + skill.id); mask.sprite = sp; background.sprite = sp; mask.gameObject.SetActive(true); }
public void init(FightSkill skill) { this.skill = skill; Sprite sp = Resources.Load <Sprite>("SkillIcon/" + skill.code); skillIcon.sprite = sp; //mask.fillAmount = 0; btn.interactable = false; mask.gameObject.SetActive(true); }
public void skillUP(FightSkill skill) { for (int i = 0; i < FightUI._instance.myHero.data.skills.Length; i++) { if (FightUI._instance.myHero.data.skills[i].code == skill.code) { FightUI._instance.myHero.data.free -= 1; FightUI._instance.myHero.data.skills[i] = skill; FightUI._instance.refeshLevelUp(); } } }
private void skillLevelUp(FightSkill skill) { for (int i = 0; i < PlayerController.Instance.Player.skills.Length; i++) { if (PlayerController.Instance.Player.skills[i].id == skill.id) { PlayerController.Instance.Player.free -= 1; PlayerController.Instance.Player.skills[i] = skill; LuaScriptMgr.Instance.CallLuaFunction("refreshSkillUI", null); return; } } }
/// <summary> /// 初始化英雄的技能 /// </summary> /// <param name="value"></param> /// <returns></returns> FightSkill[] initSkill(int[] value) { FightSkill[] skills = new FightSkill[value.Length]; for (int i = 0; i < value.Length; i++) { int skillCode = value[i]; SkillDataModel data = SkillData.skillMap[skillCode]; SkillLevelData levelData = data.levels[0]; FightSkill skill = new FightSkill(skillCode, 0, levelData.level, levelData.time, data.name, levelData.range, data.info, data.target, data.type); skills[i] = skill; } return(skills); }
private void skillLevelUp(FightSkill skill) { for (int i = 0; i < FightScene.instance.myHero.data.skills.Length; i++) { if (FightScene.instance.myHero.data.skills[i].code == skill.code) { FightScene.instance.myHero.data.free -= 1; FightScene.instance.myHero.data.skills[i] = skill; FightScene.instance.RefreshLevelUp(); return; } } }
private void skillLevelUp(FightSkill skill) { for (int i = 0; i < FightScene.player.skills.Length; i++) { if (FightScene.player.skills[i].id == skill.id) { FightScene.player.free -= 1; FightScene.player.skills[i] = skill; scene.refreshUI(); return; } } }
private FightSkill[] initSkill(int[] skills) { FightSkill[] skill = new FightSkill[skills.Length]; for (int i = 0; i < skills.Length; i++) { int skillCode = skills[i]; SkillDataModel data = SkillData.skillMap[skillCode]; SkillLevelData lData = data.levels[0]; FightSkill temp = new FightSkill(skillCode, 0, lData.level, lData.time, lData.mp, lData.range, data.name, data.info, data.target, data.type); skill[i] = temp; } return(skill); }
/// <summary> /// 创建英雄 /// </summary> /// <param name="model"></param> /// <param name="team"></param> private void CreateHero(SelectDTO model, int team) { HeroModel heroModel = HeroData.HeroModels[model.heroId]; HeroInstance heroInstance = new HeroInstance(); heroInstance.instanceId = model.userId; heroInstance.name = model.name; heroInstance.heroModel = HeroData.HeroModels[model.heroId]; heroInstance.fightModel = HeroData.HeroModels[model.heroId]; heroInstance.teamId = (byte)team; heroInstance.atk = heroModel.atk; heroInstance.def = heroModel.def; heroInstance.hp = heroModel.maxHp; heroInstance.mp = heroModel.mp; heroInstance.atkRange = heroModel.atkRange; heroInstance.speed = heroModel.speed; heroInstance.atkSpeed = heroModel.atkSpeed; heroInstance.eyeRange = heroModel.eyeRange; heroInstance.atkArr = heroModel.atkArr; heroInstance.defArr = heroModel.atkArr; heroInstance.hpArr = heroModel.hpArr; heroInstance.mpArr = heroModel.mpArr; int skillCount = heroModel.skillCodes.Length; FightSkill[] fightSkills = new FightSkill[skillCount]; for (int i = 0; i < skillCount; i++) { fightSkills[i] = SkillData.SkillModels[heroModel.skillCodes[i]].GetSkillLevelOne(); } heroInstance.skills = fightSkills; if (team == 1) { heroInstance.posX = MapData.heroBornPointTeamOne.x; heroInstance.posY = MapData.heroBornPointTeamOne.y; heroInstance.posZ = MapData.heroBornPointTeamOne.z; } else { heroInstance.posX = MapData.heroBornPointTeamTwo.x; heroInstance.posY = MapData.heroBornPointTeamTwo.y; heroInstance.posZ = MapData.heroBornPointTeamTwo.z; } fightRoomDTO.heroEntities.Add(heroInstance); instances.Add(heroInstance.instanceId, heroInstance); }
public void SkillChange(FightSkill skill) { }
/// <summary> /// 设置skill /// </summary> /// <param name="skill"></param> public void SetSkill(FightSkill skill) { this.skill = skill; skillImg.sprite = ResourceMgr.Instance.GetSprite("skill_icon_" + skill.id); cdSecondCount = skill.time; }
void skillUP(FightSkill skill) { FightScene._instance.skillUP(skill); }
public void SkillChange(FightSkill item) { this.skill = item; }
public void SkillChange(FightSkill skill) { this.skill = skill; }
public void ActiveTip(FightSkill skill, Vector3 position) { skillTip.Active(skill, position); }