// Use this for initialization void Start() { Text[] Result1; Result1 = GetComponentsInChildren<Text>(); foreach (Text t in Result1) { if (t.name == "A_M_N1") { ability[1].skillname = t; continue; } if (t.name == "A_M_N2") { ability[2].skillname = t; continue; } if (t.name == "A_M_N3") { ability[3].skillname = t; continue; } if (t.name == "A_M_N4") { ability[4].skillname = t; continue; } if (t.name == "A_M_N5") { ability[5].skillname = t; continue; } if (t.name == "A_M_N6") { ability[6].skillname = t; continue; } if (t.name == "A_M_N7") { ability[7].skillname = t; continue; } if (t.name == "A_M_N8") { ability[8].skillname = t; continue; } if (t.name == "A_M_N9") { ability[9].skillname = t; continue; } if (t.name == "A_M_N10") { ability[10].skillname = t; continue; } if (t.name == "A_M_N11") { ability[11].skillname = t; continue; } if (t.name == "A_M_N12") { ability[12].skillname = t; continue; } if (t.name == "A_M_N13") { ability[13].skillname = t; continue; } if (t.name == "A_M_N14") { ability[14].skillname = t; continue; } if (t.name == "A_M_SI") { Skill_info = t; continue; } if (t.name == "A_M_tips") { Tips = t; continue; } } Image[] Result2; Result2 = GetComponentsInChildren<Image>(); foreach (Image i in Result2) { if (i.name == "A_M_I1") { ability[1].skillicon = i; continue; } if (i.name == "A_M_I2") { ability[2].skillicon = i; continue; } if (i.name == "A_M_I3") { ability[3].skillicon = i; continue; } if (i.name == "A_M_I4") { ability[4].skillicon = i; continue; } if (i.name == "A_M_I5") { ability[5].skillicon = i; continue; } if (i.name == "A_M_I6") { ability[6].skillicon = i; continue; } if (i.name == "A_M_I7") { ability[7].skillicon = i; continue; } if (i.name == "A_M_I8") { ability[8].skillicon = i; continue; } if (i.name == "A_M_I9") { ability[9].skillicon = i; continue; } if (i.name == "A_M_I10") { ability[10].skillicon = i; continue; } if (i.name == "A_M_I11") { ability[11].skillicon = i; continue; } if (i.name == "A_M_I12") { ability[12].skillicon = i; continue; } if (i.name == "A_M_I13") { ability[13].skillicon = i; continue; } if (i.name == "A_M_I14") { ability[14].skillicon = i; continue; } if (i.name == "A_M_Current") { Current = i; continue; } if (i.name == "A_M_Q1") { Quick_slot[1] = i; continue; } if (i.name == "A_M_Q2") { Quick_slot[2] = i; continue; } if (i.name == "A_M_Q3") { Quick_slot[3] = i; continue; } if (i.name == "A_M_Q4") { Quick_slot[4] = i; continue; } } Skill_video = GetComponentInChildren<RawImage>(); MainProcess = GameObject.Find("Main Process").GetComponent<Main_Process>(); CCIS = MainProcess.GetComponentInChildren<Character_Class_Info>(); SI = MainProcess.GetComponentInChildren<Skill_info>(); //Change(); }
// Use this for initialization void Start() { Text[] finds1; Image[] finds2; finds1 = GetComponentsInChildren<Text>(); foreach (Text t in finds1) { if (t.name == "ATK") { ATK = t; continue; } if (t.name == "DEF") { DEF = t; continue; } if (t.name == "STA") { STA = t; continue; } if (t.name == "SPI") { SPI = t; continue; } if (t.name == "AGI") { AGI = t; continue; } if (t.name == "BATK") { BATK = t; continue; } if (t.name == "MATK") { MATK = t; continue; } if (t.name == "PDEF") { PDEF = t; continue; } if (t.name == "MDEF") { MDEF = t; continue; } if (t.name == "CRIR") { CRIR = t; continue; } if (t.name == "C_HP") { C_HP = t; continue; } if (t.name == "C_MP") { C_MP = t; continue; } if (t.name == "C_EXP") { C_EXP = t; continue; } if (t.name == "C_NEXP") { C_NEXP = t; continue; } if (t.name == "C_Name") { C_Name = t; continue; } if (t.name == "C_LV") { C_LV = t; continue; } if(t.name=="C_PASPoint") { C_PASP = t; continue; } } finds2 = GetComponentsInChildren<Image>(); foreach (Image i in finds2) { if (i.name == "C_ICON") { C_ICON = i; continue; } if (i.name == "C_WEP") { weapon = i; continue; } if (i.name == "C_AMR") { amror = i; continue; } if (i.name == "C_ACC") { accer = i; continue; } if(i.name=="CM_Current") { cm_current = i; continue; } if(i.name=="CM_Hover_Upgrade") { upgrade = i; continue; } } main_process = GameObject.Find("Main Process").GetComponent<Main_Process>(); CI = main_process.GetComponentInChildren<Character_Class_Info>(); gem_system = GetComponentInChildren<UI_GEM_FullControl>(); gem_system.mainp = main_process; select_current = 0; gem_selecting = false; passive_selecting = false; playerid = 0; }
// Use this for initialization void Start() { Text[] Result1; Result1 = GetComponentsInChildren<Text>(); foreach (Text t in Result1) { if(t.name=="S_H_N1") { shop_skill[1].skillname = t; continue; } if (t.name == "S_H_N2") { shop_skill[2].skillname = t; continue; } if (t.name == "S_H_N3") { shop_skill[3].skillname = t; continue; } if (t.name == "S_H_N4") { shop_skill[4].skillname = t; continue; } if (t.name == "S_H_N5") { shop_skill[5].skillname = t; continue; } if (t.name == "S_H_N6") { shop_skill[6].skillname = t; continue; } if (t.name == "S_H_N7") { shop_skill[7].skillname = t; continue; } if (t.name == "S_H_N8") { shop_skill[8].skillname = t; continue; } if (t.name == "S_H_N9") { shop_skill[9].skillname = t; continue; } if (t.name == "S_H_N10") { shop_skill[10].skillname = t; continue; } if (t.name == "S_H_N11") { shop_skill[11].skillname = t; continue; } if (t.name == "S_H_N12") { shop_skill[12].skillname = t; continue; } if (t.name == "S_H_N13") { shop_skill[13].skillname = t; continue; } if (t.name == "S_H_N14") { shop_skill[14].skillname = t; continue; } if (t.name == "S_H_G") { Gold = t; continue; } if (t.name == "S_H_C") { Classname = t; continue; } if (t.name == "S_H_SI") { Skill_info = t; continue; } if(t.name=="S_H_tips") { Tips = t; continue; } } Image[] Result2; Result2 = GetComponentsInChildren<Image>(); foreach(Image i in Result2) { if(i.name=="S_H_I1") { shop_skill[1].skillicon = i; continue; } if (i.name == "S_H_I2") { shop_skill[2].skillicon = i; continue; } if (i.name == "S_H_I3") { shop_skill[3].skillicon = i; continue; } if (i.name == "S_H_I4") { shop_skill[4].skillicon = i; continue; } if (i.name == "S_H_I5") { shop_skill[5].skillicon = i; continue; } if (i.name == "S_H_I6") { shop_skill[6].skillicon = i; continue; } if (i.name == "S_H_I7") { shop_skill[7].skillicon = i; continue; } if (i.name == "S_H_I8") { shop_skill[8].skillicon = i; continue; } if (i.name == "S_H_I9") { shop_skill[9].skillicon = i; continue; } if (i.name == "S_H_I10") { shop_skill[10].skillicon = i; continue; } if (i.name == "S_H_I11") { shop_skill[11].skillicon = i; continue; } if (i.name == "S_H_I12") { shop_skill[12].skillicon = i; continue; } if (i.name == "S_H_I13") { shop_skill[13].skillicon = i; continue; } if (i.name == "S_H_I14") { shop_skill[14].skillicon = i; continue; } if (i.name == "S_H_Current") { Current = i; continue; } } Skill_video = GetComponentInChildren<RawImage>(); MainProcess = GameObject.Find("Main Process").GetComponent<Main_Process>(); CCIS= MainProcess.GetComponentInChildren<Character_Class_Info>(); si = MainProcess.GetComponentInChildren<Skill_info>(); //Change(); gameObject.SetActive(false); }