// Version for Archetypes attached to heroes
    private ArchetypeUITreeNode CreateTreeNode(ArchetypeSkillNode node, HashSet <ArchetypeSkillNode> traversedNodes,
                                               HeroArchetypeData archetype, UILineRenderer parent, Dictionary <ArchetypeSkillNode, ArchetypeUITreeNode> nodeDict)
    {
        if (node == null)
        {
            return(null);
        }

        ArchetypeUITreeNode currentNode;

        // Check if node has been traversed yet
        // if already created, just return the node
        if (traversedNodes.Add(node))
        {
            currentNode = Instantiate(nodePrefab, parent.transform);
            currentNode.SetNode(node, archetype, false);
            nodeDict.Add(node, currentNode);
            if (Math.Abs(node.nodePosition.x) > largestX)
            {
                largestX = Math.Abs(node.nodePosition.x);
            }
            if (Math.Abs(node.nodePosition.y) > largestY)
            {
                largestY = Math.Abs(node.nodePosition.y);
            }
        }
        else
        {
            return(nodeDict[node]);
        }

        int currentNodeLevel = archetype.GetNodeLevel(node);

        foreach (int x in node.children)
        {
            ArchetypeSkillNode  n     = archetype.Base.GetNode(x);
            ArchetypeUITreeNode child = CreateTreeNode(n, traversedNodes, archetype, parent, nodeDict);

            Color color          = Color.black;
            int   childNodeLevel = archetype.GetNodeLevel(n);
            if (currentNodeLevel > 0 && childNodeLevel > 0)
            {
                color = ArchetypeUITreeNode.CONNECTED_COLOR;
            }
            else if (currentNodeLevel > 0 || childNodeLevel > 0)
            {
                color = ArchetypeUITreeNode.AVAILABLE_COLOR;
            }

            UILineRenderer.LinePoint point = new UILineRenderer.LinePoint(currentNode.transform.localPosition + LineOffsetY, child.transform.localPosition + LineOffsetY, color);
            currentNode.connectedNodes.Add(child, point);
            child.connectedNodes.Add(currentNode, point);
            parent.AddPoints(point);
        }

        return(currentNode);
    }
예제 #2
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    public void UpdatePanel()
    {
        int currentLevel = archetypeData.GetNodeLevel(node);

        if (uiNode.isLevelable && !archetypeData.IsNodeMaxLevel(node) && hero.ArchetypePoints > 0)
        {
            levelButton.interactable = true;
        }
        else
        {
            levelButton.interactable = false;
        }

        if (archetypeData.GetNodeLevel(node) > 0 && node.initialLevel == 0 && IsChildrenIndependent())
        {
            delevelButton.interactable = true;
        }
        else
        {
            delevelButton.interactable = false;
        }

        infoText.text     = "";
        nextInfoText.text = "";
        topApText.text    = "AP: " + hero.ArchetypePoints;
        nextInfoText.gameObject.SetActive(false);
        if (node.type == NodeType.ABILITY)
        {
            string[] strings = LocalizationManager.Instance.GetLocalizationText_Ability(node.abilityId);
            infoText.text += "<b>" + strings[0] + " Lv" + hero.GetAbilityLevel() + "</b>\n";
            infoText.text += LocalizationManager.Instance.GetLocalizationText_AbilityBaseDamage(hero.GetAbilityLevel(), node.GetAbility());
            infoText.text += node.GetAbility().GetAbilityBonusTexts(hero.GetAbilityLevel());
            infoText.text += strings[1];
        }
        else
        {
            if (currentLevel == 0)
            {
                infoText.text += "<b>Level 1: </b>\n";
                infoText.text += node.GetBonusInfoString(1);
                if (node.maxLevel > 1)
                {
                    nextInfoText.gameObject.SetActive(true);
                    nextInfoText.text += "<b>Level " + (node.maxLevel) + ":</b>\n";
                    nextInfoText.text += node.GetBonusInfoString(node.maxLevel);
                }
                return;
            }
            if (currentLevel != 0)
            {
                infoText.text += "<b>Current: Level " + currentLevel + "</b>\n";
                infoText.text += node.GetBonusInfoString(currentLevel);
            }
            if (currentLevel != node.maxLevel)
            {
                nextInfoText.gameObject.SetActive(true);
                nextInfoText.text += "<b>Next: Level " + (currentLevel + 1) + "</b>\n";
                nextInfoText.text += node.GetBonusInfoString(currentLevel + 1);
            }
        }
    }
예제 #3
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    public void UpdateNode()
    {
        int level = archetypeData.GetNodeLevel(node);

        nodeText.text = "";

        if (node.type == NodeType.ABILITY)
        {
            nodeText.text = LocalizationManager.Instance.GetLocalizationText_Ability(node.abilityId)[0];
        }
        else
        {
            foreach (NodeScalingBonusProperty nodeBonus in node.bonuses)
            {
                nodeText.text += LocalizationManager.Instance.GetBonusTypeString(nodeBonus.bonusType) + "\n";
            }
            foreach (TriggeredEffectBonusProperty nodeTrigger in node.triggeredEffects)
            {
                nodeText.text += LocalizationManager.Instance.GetLocalizationText_TriggeredEffect(nodeTrigger, nodeTrigger.effectMaxValue) + "\n";
            }
        }

        levelText.text = level + "/" + node.maxLevel;

        for (int i = 0; i < node.maxLevel; i++)
        {
            if (i < level)
            {
                levelIcons[i].color = level == node.maxLevel ? MAX_LEVEL_COLOR : LEVEL_COLOR;
            }
            else
            {
                levelIcons[i].color = new Color(0.25f, 0.25f, 0.25f);
            }
        }

        if (level == node.maxLevel)
        {
            nodeButton.image.color = new Color(1f, 1f, 1f, 1);
            foreach (var x in connectedNodes)
            {
                if (archetypeData.GetNodeLevel(x.Key.node) == 0)
                {
                    x.Value.color = AVAILABLE_COLOR;
                }
                else
                {
                    x.Value.color = CONNECTED_COLOR;
                }
            }
        }
        else if (level > 0)
        {
            nodeButton.image.color = new Color(1f, 1f, 1f, 1);
            foreach (var x in connectedNodes)
            {
                if (archetypeData.GetNodeLevel(x.Key.node) > 0)
                {
                    x.Value.color = CONNECTED_COLOR;
                }
                else
                {
                    x.Value.color = UNAVAILABLE_COLOR;
                }
            }
        }
        else
        {
            nodeButton.image.color = new Color(0.8f, 0.8f, 0.8f, 1);

            foreach (var x in connectedNodes)
            {
                if (archetypeData.GetNodeLevel(x.Key.node) == x.Key.node.maxLevel)
                {
                    x.Value.color = AVAILABLE_COLOR;
                }
                else
                {
                    x.Value.color = UNAVAILABLE_COLOR;
                }
            }
        }

        UIManager.Instance.ArchetypeUITreeWindow.primaryTreeParent.SetAllDirty();
        UIManager.Instance.ArchetypeUITreeWindow.secondaryTreeParent.SetAllDirty();
    }