예제 #1
0
        public void OnSkillSelected(int i, Button b)
        {
            //Debug.Log(Enum.GetName(typeof(SkillType), i));

            //set selected index, paint detail, enable buttons if valid
            var skillName = Enum.GetName(typeof(SkillType), i);

            SelectedSkill = i;
            DetailPanel.SetActive(true);
            DetailTitle.text           = Sub.Replace(skillName, SubList);
            DetailDescription.text     = Sub.Exists(skillName, DescriptionList) ? Sub.Replace(skillName, DescriptionList) : string.Empty;
            DetailLevel.text           = string.Format("{0}->{1}", NewStats.Skills[(SkillType)i], NewStats.Skills[(SkillType)i] + RpgValues.SkillGainForPoints(1));
            LevelUpButton.interactable = (PotentialPoints > 0);
        }
예제 #2
0
        //on actual level handler
        public void OnClickLevelUp()
        {
            NewStats.Skills[(SkillType)SelectedSkill] = NewStats.Skills[(SkillType)SelectedSkill] + RpgValues.SkillGainForPoints(1);
            PotentialPoints--;

            UpdateValues();
        }
예제 #3
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        private void UpdateValues()
        {
            //update buttons
            for (int i = 0; i < SkillButtons.Length; i++)
            {
                string name = Enum.GetName(typeof(SkillType), i);

                Button b = SkillButtons[i];
                b.GetComponentInChildren <Text>().text = string.Format("{0} [{1}]", Sub.Replace(name, SubList), NewStats.Skills[(SkillType)i]);
            }

            //update details
            DetailLevel.text = string.Format("{0}->{1}", NewStats.Skills[(SkillType)SelectedSkill], NewStats.Skills[(SkillType)SelectedSkill] + RpgValues.SkillGainForPoints(1));

            //if we're out of PP, set buttons
            LevelUpButton.interactable = (PotentialPoints > 0);
            ConfirmButton.interactable = (PotentialPoints == 0);

            PointsText.text = string.Format("Potential Points: {0}", PotentialPoints);
        }