상속: MonoBehaviour
예제 #1
0
    void  Awake()
    {
        InvManager     = FindObjectOfType(typeof(InventoryManager)) as InventoryManager; //Get the Inventory Manager object/script.
        InvEquipment   = FindObjectOfType(typeof(Equipment)) as Equipment;               //Get the Equipment script.
        InvSkillBar    = FindObjectOfType(typeof(SkillBar)) as SkillBar;                 //Get the skill bar script.
        CustomEvents   = FindObjectOfType(typeof(InventoryEvents)) as InventoryEvents;
        InvVendor      = FindObjectOfType(typeof(VendorUI)) as VendorUI;
        InvCraft       = FindObjectOfType(typeof(CraftManager)) as CraftManager;
        InvContainer   = FindObjectOfType(typeof(ContainerUI)) as ContainerUI;
        InvEquipmentUI = FindObjectOfType(typeof(EquipmentUI)) as EquipmentUI;
        InvItemGroup   = FindObjectOfType(typeof(ItemGroupUI)) as ItemGroupUI;

        //Setting up rect transforms:
        UICanvasTrans = UICanvas.GetComponent <RectTransform>();
        PanelTrans    = Panel.GetComponent <RectTransform>();

        SetInvPosition();       // Set the default position of the inventory backdrop.
        CreateRiches();         //Set all riches slots.

        ActionMenu.gameObject.SetActive(false);
        DropMenu.gameObject.SetActive(false);


        ShowInv = false;
        // Panel.SetActive(false); //--hide at start
    }
예제 #2
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        public static void loadSkillBar(Character chr)
        {
            using (var con = new MySqlConnection(MasterServer.Instance.SqlConnection.mConnectionString))
                using (var cmd = con.CreateCommand())
                {
                    con.Open();
                    cmd.CommandText = "SELECT * FROM chars_sbar WHERE charID=" + chr.getuID();
                    using (var reader = cmd.ExecuteReader())
                    {
                        reader.Read();

                        if (!reader.HasRows)
                        {
                            return;
                        }
                        else
                        {
                            SkillBar sBar = chr.getSkillBar();

                            for (byte i = 0; i < 21; i++)
                            {
                                int skillID = reader.GetInt32(i + 1);
                                if (skillID != -1)
                                {
                                    sBar.addToSkillBar(i, skillID);
                                }
                            }
                        }
                    }
                }
        }
    public void Init(GameObject cameraObj)
    {
        GameObject obj = ResourceSystem.Instance.NewObject("UI/SkillBar") as GameObject;
        Canvas canvas = obj.GetComponent<Canvas>();
        if (null != canvas && null != cameraObj) {
            canvas.renderMode = RenderMode.ScreenSpaceCamera;
            canvas.worldCamera = cameraObj.GetComponent<Camera>();
            uiCamera = canvas.worldCamera;
        }
        skillBar = obj.GetComponent<SkillBar>();
        skillBar.Clear();

        //订阅
        subscribes.Add(Utility.EventSystem.Subscribe<int, int, int>("ui_add_skill_button", "ui", AddSkillButton));
        subscribes.Add(Utility.EventSystem.Subscribe("ui_remove_skill_buttons", "ui", RemoveAllSkillButtons));
        subscribes.Add(Utility.EventSystem.Subscribe<int, float, int>("ui_actor_mp", "ui", ChangeMp));
        subscribes.Add(Utility.EventSystem.Subscribe<int, float>("ui_actor_hp", "ui", ChangeHp));
        subscribes.Add(Utility.EventSystem.Subscribe<int, int, float>("ui_skill_cooldown", "ui", OnSkillCooldown));
        subscribes.Add(Utility.EventSystem.Subscribe("ui_show", "ui", Show));
        subscribes.Add(Utility.EventSystem.Subscribe("ui_hide", "ui", Hide));

        //发布
        //队员技能
        skillBar.onSelectSkill = (int objID,int skillID) => {
            Utility.SendMessage("GameRoot", "OnCastSkill", new object[] { objID, skillID });
        };
    }
예제 #4
0
 void OnEnable()
 {
     try
     {
         //结束画面开始前结束普通攻击
         UnityEngine.GameObject go = UIManager.Instance.GetWindowGoByName("FightUI");
         if (go != null)
         {
             SkillBar sBar = go.GetComponent <SkillBar>();
             if (sBar != null)
             {
                 sBar.StopAttack();
                 if (ArkCrossEngine.LogicSystem.PlayerSelf != null)
                 {
                     GfxModule.Skill.GfxSkillSystem.Instance.StopAttack(ArkCrossEngine.LogicSystem.PlayerSelf);
                 }
             }
         }
         //UIManager.Instance.HideWindowByName("MpveCombatFail");
     }
     catch (System.Exception ex)
     {
         ArkCrossEngine.LogicSystem.LogErrorFromGfx("[Error]:Exception:{0}\n{1}", ex.Message, ex.StackTrace);
     }
 }
예제 #5
0
파일: Skill.cs 프로젝트: ssusH/OW
 // Update is called once per frame
 protected void Update()
 {
     //延迟获取技能UI条
     if (SkillUI == null)
     {
         GameObject UIbar = GameObject.Find(UiBarName.ToString());
         if (UIbar == null)
         {
             return;
         }
         SkillUI = UIbar.GetComponent <SkillBar>();
         SkillUI.Initialize(SkillIcon);
         return;
     }
     if (Input.GetKeyDown(hotKey) && !SkillInCd)
     {
         DoSkillBody();
         SkillInCd = true;
         Debug.Log("CD is begin" + System.DateTime.Now);
         Invoke("SkillCdOver", Skill_Cd);
         SkillUI.EnterSkillCd(Skill_Cd);
     }
     if (Input.GetKeyUp(hotKey))
     {
         CancleSkillBody();
     }
 }
예제 #6
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        private void OnUpdate(object sender, ElapsedEventArgs e)
        {
            timerUpdate.Stop();
            if (closed || isInitializing || disposed)
            {
                return;
            }

            this.Invoke((MethodInvoker) delegate
            {
                if (closed || isInitializing || disposed)
                {
                    return;
                }

                if (!initedCursorPos)
                {
                    initedCursorPos = true;
                    Cursor.Position = SkillBar.SkillBarLocation;
                }
                Color col = ColorUtils.GetColorAt(SkillBar.SkillBarLocation);
                lblSkillBarLocation.Text = $"Skill bar location: {SkillBar.SkillBarLocation}, Color: R:{col.R}, G:{col.G}, B:{col.B}";
                for (int i = 0; i < skillsInt.Count; i++)
                {
                    if (skillsInt[i] != Constants.NONE)
                    {
                        skills[i].Display(SkillBar.GetSkillForNumber(skillsInt[i]));
                    }
                }
                timerUpdate.Start();
            });
        }
예제 #7
0
    override public void destroy()
    {
        base.destroy();

        mText.destroy();
        mText = null;
        optionsBttn.destroy();
        optionsBttn = null;
        mBoard.destroy();
        mBoard = null;
        monster.destroy();
        monster = null;
        building.destroy();
        building = null;
        screenDim.destroy();
        screenDim = null;

        skills.destroy();
        skills = null;
        backMenuBttn.destroy();
        backMenuBttn = null;
        tryAgainBttn.destroy();
        tryAgainBttn = null;
        btnNextScreen.destroy();
        btnNextScreen = null;
    }
예제 #8
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        public void Initialize(ContentManager content, GraphicsDeviceManager graphics, List<Enemy> enemies, Player player)
        {
            this.content = content;
            this.playerLocationOffset = new Vector2(-graphics.GraphicsDevice.Viewport.Width / 2 + 250, -graphics.GraphicsDevice.Viewport.Height / 2 + 300);
            this.playerZonesLocationOffset = new Vector2(-graphics.GraphicsDevice.Viewport.Width / 2 + 250, -graphics.GraphicsDevice.Viewport.Height / 2 + 350);
            this.enemies = enemies;
            this.player = player;
            this.graphics = graphics;

            playerHealthBar = new StatusBar(new Rectangle(0, 0, 210, 15));
            playerHealthBar.Initialize(graphics, content);
            playerHealthBar.EdgeColor = Color.Black;
            playerHealthBar.ShowEdges = true;
            playerHealthBar.BarColor = Color.DarkRed;
            playerHealthBar.EdgeThickness = 1;
            playerHealthBar.ShowText = true;
            playerHealthBar.TextColor = Color.Yellow;

            playerRageBar = new StatusBar(new Rectangle(0, 0, 210, 15));
            playerRageBar.Initialize(graphics, content);
            playerRageBar.EdgeColor = Color.Black;
            playerRageBar.ShowEdges = true;
            playerRageBar.BarColor = Color.Yellow;
            playerRageBar.EdgeThickness = 1;
            playerRageBar.ShowText = true;
            playerRageBar.TextColor = Color.Black;

            skillBar = new SkillBar(player);

            cooldownFont = content.Load<SpriteFont>(Constants.GameFont);
        }
예제 #9
0
    public CSurvivalState(CInfo stageInfo)
    {
        CGame.inst().setImage("Sprites/level_Background00");
        CurrentStageData.clearData();
        SoundList.instance.playLevelMusic();
        tryAgainInfo = stageInfo;
        switch (stageInfo.Kaiju)
        {
        case 1:
            monster = new Dinosaur(stageInfo.startStage, stageInfo.firstStage, stageInfo.secondStage);
            break;

        case 2:
            monster = new Kong(stageInfo.startStage, stageInfo.firstStage, stageInfo.secondStage);
            break;

        case 3:
            monster = new Kraken(stageInfo.startStage, stageInfo.firstStage, stageInfo.secondStage);
            break;
        }
        current_state = STATE_PLAYING;
        CurrentStageData.difficulty = 0;
        mBoard = new Board(1);

        building = new Enemy(0);


        timeLeft = new CText("Time: ", CText.alignment.TOP_CENTER);
        timeLeft.setX(0);
        timeLeft.setY(0);
        timeLeft.setColor(Color.black);

        scoreText = new CText("SCORE :", CText.alignment.TOP_CENTER);
        scoreText.setX(400);
        scoreText.setY(0);
        scoreText.setColor(Color.black);
        btnNextScreen = new CSprite();
        btnNextScreen.setSortingLayer("TextUI");

        mBoard.targetScore = stageInfo.TargetScore; // MOVE TO CLASS
        float scoreCoefficient = (float)70 / (float)mBoard.targetScore;

        skills = new SkillBar(stageInfo.Kaiju);
        mTimer = new Timer();
        CurrentStageData.assignData(monster, mBoard, scoreCoefficient, skills);
        CurrentStageData.assignTimer(mTimer);
        screenDim = new CSprite();
        screenDim.setSortingLayer("ScreenShade");
        screenDim.setName("Sombra");
        backMenuBttn = new CSprite();
        backMenuBttn.setSortingLayer("TextUI");
        tryAgainBttn = new CSprite();
        tryAgainBttn.setSortingLayer("TextUI");
        optionsBttn = new CSprite();
        optionsBttn.setImage(Resources.Load <Sprite>("Sprites/Buttons/Pause_Button"));
        optionsBttn.setXY(680, 40);
        optionsBttn.setSortingLayer("TextUI");
    }
예제 #10
0
 public Character()
 {
     this.equipment = new Equipment(this);
     this.inventory = new Inventory(this);
     this.cargo     = new Cargo(this);
     this.skills    = new Skills(this);
     this.skillBar  = new SkillBar();
     this.community = new Community();
 }
    public void Awake()
    {
        canDrop = false;
        cost = 10;

        key = KeyCode.Alpha5;

        mySkillBar = GetComponent<SkillBar>();
    }
예제 #12
0
파일: Skill.cs 프로젝트: pablonm/ShittyMoba
 void Start()
 {
     if (controlUI && photonView.isMine)
     {
         skillbar = FindObjectOfType <SkillBar>();
         skillbar.InitializeSkill(key, icon);
     }
     StartBehaviour();
 }
예제 #13
0
 public void MageSpecial()
 {
     if (IsAttacking || !SkillBar.DecSkillPoints(30))
     {
         return;
     }
     FloatingText.Show("Special!!!", "PlayerSpecialText",
                       new FromWorldPointTextPositioner(Camera.main, transform.position, 2f, 60f));
 }
예제 #14
0
 void Awake()
 {
     workerName       = transform.Find("Name").GetComponent <TextMeshProUGUI>();
     workerProfession = transform.Find("Profession").GetComponent <TextMeshProUGUI>();
     professionText   = workerProfession.text;
     picture          = transform.Find("Picture").GetComponent <Picture>();
     skillPhys        = transform.Find("SkillBarPhys").GetComponent <SkillBar>();
     skillTech        = transform.Find("SkillBarTech").GetComponent <SkillBar>();
     skillTrade       = transform.Find("SkillBarTrade").GetComponent <SkillBar>();
 }
예제 #15
0
    void  Awake()
    {
        InvManager   = FindObjectOfType(typeof(InventoryManager)) as InventoryManager; //Get the Inventory Manager object/script.
        InvSkillBar  = FindObjectOfType(typeof(SkillBar)) as SkillBar;                 //Get the skill bar script.
        CustomEvents = FindObjectOfType(typeof(InventoryEvents)) as InventoryEvents;

        //Setting up rect transforms:
        UICanvasTrans = UICanvas.GetComponent <RectTransform>();
        PanelTrans    = Panel.GetComponent <RectTransform>();
    }
예제 #16
0
 void Awake()
 {
     picture1    = transform.Find("Picture1").GetComponent <Picture>();
     picture2    = transform.Find("Picture2").GetComponent <Picture>();
     picture3    = transform.Find("Picture3").GetComponent <Picture>();
     skillPhys   = transform.Find("SkillBarPhys").GetComponent <SkillBar>();
     skillTech   = transform.Find("SkillBarTech").GetComponent <SkillBar>();
     skillTrade  = transform.Find("SkillBarTrade").GetComponent <SkillBar>();
     description = transform.Find("Description").GetComponent <TextMeshProUGUI>();
     fromName    = transform.Find("FromName").GetComponent <TextMeshProUGUI>();
 }
예제 #17
0
        public override void Render()
        {
            base.Render();
            var hoverUi = GameController.Game.IngameState.UIHoverTooltip.Tooltip;

            var skills = SkillBar.CurrentSkills();

            foreach (var skill in skills)
            {
                var box    = skill.SkillElement.GetClientRect();
                var newBox = new RectangleF(box.X, box.Y - 2, box.Width, -15);

                decimal value;

                if (hoverUi.GetClientRect().Intersects(newBox) && hoverUi.IsVisibleLocal)
                {
                    continue;
                }

                if (skill.Skill.Stats.TryGetValue(GameStat.HundredTimesDamagePerSecond, out var val0))
                {
                    value = val0 / (decimal)100d;
                }
                else if (skill.Skill.Stats.TryGetValue(GameStat.HundredTimesAttacksPerSecond, out var val1))
                {
                    value = val1 / (decimal)100d;
                }
                else if (skill.Skill.Stats.TryGetValue(GameStat.HundredTimesAverageDamagePerSkillUse, out var val2))
                {
                    value = val2 / (decimal)100d;
                }
                else if (skill.Skill.Stats.TryGetValue(GameStat.IntermediaryFireSkillDotDamageToDealPerMinute, out var val3))
                {
                    value = val3 / (decimal)60;
                }
                else if (skill.Skill.Stats.TryGetValue(GameStat.BaseSkillShowAverageDamageInsteadOfDps, out var val4))
                {
                    value = val4 / (decimal)100d;
                }
                else
                {
                    continue;
                }

                //
                // if (value <= 0) continue;

                var pos = new Vector2(newBox.Center.X, newBox.Center.Y - Settings.FontSize / 2f);
                Graphics.DrawText(ToKmb(Convert.ToDecimal(value)), pos, Settings.FontColor, Settings.FontSize, FontAlign.Center);

                Graphics.DrawBox(newBox, Settings.BackgroundColor);
                Graphics.DrawFrame(newBox, Settings.BorderColor, 1);
            }
        }
예제 #18
0
    public CLevelState(int stageNumber)
    {
        SoundList.instance.playLevelMusic();
        CInfo stageInfo = LevelsInfo.getLevel(stageNumber);

        CGame.inst().setImage("Sprites/level_Background0" + stageInfo.building.ToString());
        CurrentStageData.currentStage = stageNumber;
        switch (stageInfo.Kaiju)
        {
        case 1:
            monster = new Dinosaur(stageInfo.startStage, stageInfo.firstStage, stageInfo.secondStage);
            break;

        case 2:
            monster = new Kong(stageInfo.startStage, stageInfo.firstStage, stageInfo.secondStage);
            break;

        case 3:
            monster = new Kraken(stageInfo.startStage, stageInfo.firstStage, stageInfo.secondStage);
            break;
        }
        current_state = STATE_PLAYING;
        CurrentStageData.difficulty = stageInfo.dif;
        mBoard = new Board(0);
        //monster = new Kong(1, 53, 76);
        building = new Enemy(stageInfo.building);
        mText    = new CText("TEST", CText.alignment.TOP_CENTER);
        mText.setX(0);
        mText.setY(0);
        mText.setColor(Color.black);



        mBoard.movementsLeft = stageInfo.movements;   // MOVE TO CLASS
        mBoard.targetScore   = stageInfo.TargetScore; // MOVE TO CLASS
        float scoreCoefficient = (float)70 / (float)mBoard.targetScore;

        skills = new SkillBar(stageInfo.Kaiju);
        CurrentStageData.assignData(monster, mBoard, scoreCoefficient, skills);
        screenDim = new CSprite();
        screenDim.setSortingLayer("ScreenShade");
        screenDim.setName("Sombra");
        backMenuBttn = new CSprite();
        backMenuBttn.setSortingLayer("TextUI");
        tryAgainBttn = new CSprite();
        tryAgainBttn.setSortingLayer("TextUI");
        btnNextScreen = new CSprite();
        btnNextScreen.setSortingLayer("TextUI");
        optionsBttn = new CSprite();
        optionsBttn.setImage(Resources.Load <Sprite>("Sprites/Buttons/Pause_Button"));
        optionsBttn.setXY(680, 40);
        optionsBttn.setSortingLayer("TextUI");
    }
    // Use this for initialization
    void Start()
    {
        var Ghost = GameObject.Find("Me");
        if (Ghost.GetComponent<GhostController>() == null)
        {
            //This is not on the server, must be disabled
            this.enabled= false;
        }

        mySkillBar = Ghost.GetComponent<SkillBar>();
        SpawnUI = transform.GetChild(3).gameObject;
    }
예제 #20
0
    //---------------------------------------------------------------
    void Start()
    {
        skillShotToPlay  = GetSkillShotToPlay();
        bIsShootingSkill = (skillShotToPlay.GetComponent <CharacterSkillShot>() != null);

        if (bIsShootingSkill)
        {
            playingSkillName = skillShotToPlay.GetComponent <CharacterSkillShot>().GetShotSkillName();
            maxCoolDownTime  = skillShotToPlay.GetComponent <CharacterSkillShot>().GetShotCoolDownSpeed();
            shotPower        = skillShotToPlay.GetComponent <CharacterSkillShot>().GetShotPower();
        }
        else if (skillShotToPlay.GetComponent <SupportSkillShot>())
        {
            playingSkillName = skillShotToPlay.GetComponent <SupportSkillShot>().GetShotSkillName();
            maxCoolDownTime  = skillShotToPlay.GetComponent <SupportSkillShot>().GetShotCoolDownSpeed();
            shotPower        = skillShotToPlay.GetComponent <SupportSkillShot>().GetShotPower();
            bIsAutoSkill     = skillShotToPlay.GetComponent <SupportSkillShot>().GetIsAutoSkill();
        }

        skillCastingEffect = GameObject.FindGameObjectWithTag("Skill Casting Effect").GetComponent <SkillCastingFadeEffect>();

        healthBar = transform.parent.GetComponentInChildren <HealthBar>();

        skillBar = transform.parent.GetComponentInChildren <SkillBar>();
        if (!healthBar || !skillBar)
        {
            Debug.Log("no health or skill bar found");
        }

        if (GetComponent <Prisoner>())
        {
            FindRendersToStandOut();
        }

        skillCoolDownTime = maxCoolDownTime;
        //Hide shootable notification
        ToggleShootableNotif(false);

        needleAdjustTime = maxAdjustTime;

        //Init no prisoner use skill
        prisonerJustUsedSkill = null;
        //Creat a container for skill shot
        if (!GameObject.Find("Skill Shot Container"))
        {
            skillShotContainer = new GameObject("Skill Shot Container");
            skillShotContainer.AddComponent <ClearUpChidren>();
        }
        else
        {
            skillShotContainer = GameObject.Find("Skill Shot Container");
        }
    }
예제 #21
0
    /// Recreates the skill set based on the relevant factory.
    public virtual void Recreate()
    {
        // Clear all the skills.
        Skills.Clear();

        // Get skills from factories and place them into the skill set. Call once after creating the cursor object at the start of combat.
        foreach (ModuleFactory module in GetComponents <ModuleFactory>())
        {
            if (module.FactoryType == "Skill")
            {
                foreach (GameObject skill in module.Modules)
                {
                    if (skill == null)
                    {
                        Debug.LogError("Skill is null");
                    }
                    AddSkill(skill);
                }
            }
        }

        int offensiveIndex = 0;
        int defensiveIndex = 0;

        for (int i = 0; i < Skills.Count; i++)
        {
            // Makes the skill and gives passes a refence to the ship that this skill set belongs to.
            GameObject skill       = Skills[i];
            Ability    abilityBase = skill.GetComponent <Ability>();
            abilityBase.Ship = gameObject;

            // Adds GUI content for the palyer
            GameObject skillBar = Instantiate(SkillBarPrefab) as GameObject;
            SkillBar   script   = skillBar.GetComponent <SkillBar>();

            script.OffensiveSkillCount = offensiveCount;
            script.DefensiveSkillCount = Skills.Count - offensiveCount;

            if (abilityBase.isOffensive)
            {
                script.SkillIndex = offensiveIndex++;
            }
            else
            {
                script.SkillIndex = defensiveIndex++;
            }

            // Contorller is a reference to the ability (the skills super class), which the GUI object reads from.
            script.Controller = abilityBase;
            script.Init();
        }
    }
예제 #22
0
    public void addEnemy(Enemy enemy, Vector3 pos)
    {
        Enemy e = (Enemy)Instantiate(enemy);

        enemies.Add(e);
        e.transform.position = pos;

        HpBar hbar = (HpBar)Instantiate(hpBar, e.transform);

        hbar.unit = e;
        SkillBar sbar = (SkillBar)Instantiate(skillBar, e.transform);

        sbar.unit = e;
    }
예제 #23
0
파일: SkillBar.cs 프로젝트: konGiann/MSS
    void Awake()
    {
        if (_instance == null)
        {
            _instance = this;
        }
        else if (_instance != null)
        {
            Destroy(gameObject);
        }

        DontDestroyOnLoad(gameObject);

        unlockedDefensiveItems = new List <DefensiveItems> ();
    }
예제 #24
0
        private void InitSkills()
        {
            _skills = new List <SkillInfo>();
            int count = SavedData.GetAttackSkillsCount();

            for (int i = 0; i < count; ++i)
            {
                int skillNumber = SavedData.GetAttackSkillAtPos(i);
                if (skillNumber != Constants.NONE)
                {
                    SkillInfo skill = SkillBar.GetSkillForNumber(skillNumber);
                    _skills.Add(skill);
                }
            }
        }
예제 #25
0
    private void ChangeSkillBar()
    {
        GameObject newSkillBar = null;
        GameObject oldSkillBar = null;

        oldSkillBar = GetSkillBarById("first");
        if (oldSkillBar == null)
        {
            return;
        }
        if (!m_IsSkillBarInitial)
        {
            m_SkillBarOriginalPos = oldSkillBar.transform.localPosition;
            m_IsSkillBarInitial   = true;
        }
        if (this.transform.parent != null)
        {
            newSkillBar = GetSkillBarById("second");
            if (newSkillBar == null)
            {
                newSkillBar = DashFire.ResourceSystem.GetSharedResource("UI/SkillBar") as GameObject;
                if (null == newSkillBar)
                {
                    return;
                }
                if (this.transform.parent != null)
                {
                    newSkillBar = NGUITools.AddChild(this.transform.parent.gameObject, newSkillBar);
                    if (null != newSkillBar)
                    {
                        newSkillBar.transform.localPosition = oldSkillBar.transform.localPosition;
                        SkillBar com = newSkillBar.GetComponent <SkillBar>();
                        if (com != null)
                        {
                            com.SetId("first");
                        }
                    }
                }
            }
        }
        if (null == newSkillBar)
        {
            return;
        }
        SetSkillBarTween(oldSkillBar, newSkillBar);
        m_OldSkillBar = oldSkillBar;
    }
예제 #26
0
    protected IEnumerator keepSpawningEnemy()
    {
        player = (Player)Instantiate(playerLiterace);
        player.mouseManager = mouseManager;
        HpBar hbar = (HpBar)Instantiate(hpBar, player.transform);

        hbar.unit = player;
        SkillBar sbar = (SkillBar)Instantiate(skillBar, player.transform);

        sbar.unit = player;
        while (true)
        {
            addEnemy(enemySoider, new Vector3(Random.Range(-2, 2), Random.Range(-2, 2), 0));
            addEnemy(enemyArcher, new Vector3(Random.Range(-2, 2), Random.Range(-2, 2), 0));
            yield return(new WaitForSeconds(3));
        }
    }
예제 #27
0
 public void Shutdown()
 {
     if (m_SkillBar != null)
     {
         m_SkillBar.ShutDown();
         m_SkillBar = null;
     }
     m_Wonderful.ShutDown();
     m_Gifteff.ShutDown();
     m_DropItem.ShutDown();
     m_MatchGuide.ShutDown();
     m_LockedFishUI.ShutDown();
     m_ChangeLauncherUI.ShutDown();
     m_LotteryDraw.ShutDown();
     m_SceneMatchRank.ShutDown();
     GlobalHallUIMgr.Instance.GameShare.LveaveGame();
 }
예제 #28
0
    public void changeActiveToggle(SkillBar skillBar)
    {
        if (skill1 != skillBar)
        {
            skill1.DisableSkill();
        }

        if (skill2 != skillBar)
        {
            skill2.DisableSkill();
        }

        if (skill3 != skillBar)
        {
            skill3.DisableSkill();
        }
    }
예제 #29
0
    public void Awake()
    {
        canDrop = false;

        IsSpawnSkill = true;
        MinSpawnDist = 13f;
        MaxSpawnDist = 60f;

        key = KeyCode.Alpha2;

        mySkillBar = GetComponent<SkillBar>();

        // ToolTip text
        ToolTip.Description =       "Spawns Abomination.\nExplodes on contact.";
        ToolTip.FirstAttribute =    "High";
        ToolTip.SecondAttribute =   "High";
        ToolTip.ThirdAttribute =    "Low";
    }
    public void Awake()
    {
        canDrop = false;

        IsSpawnSkill = true;
        MinSpawnDist = 10f;
        MaxSpawnDist = 60f;

        key = KeyCode.Alpha1;

        mySkillBar = GetComponent<SkillBar>();

        // ToolTip text
        ToolTip.Description =       "Spwans 2 Imps.\nAttacks on sight.";
        ToolTip.FirstAttribute=     "Regular";
        ToolTip.SecondAttribute =   "Low";
        ToolTip.ThirdAttribute =    "Fast";
    }
예제 #31
0
    private void ChangeTab(int index)
    {
        Tools.ClearChildFromParent(scrollRect.content);
        List <SkillVo> skillList = new List <SkillVo>();

        barList.Clear();
        nowTab = index;
        int count = 0;

        if (index == 1)
        {
            for (int i = 0; i < DataManager.Instance.skillModel._dataList.Count; i++)
            {
                StaticSkillVo staticVo = StaticDataPool.Instance.staticSkillPool.GetStaticDataVo(DataManager.Instance.skillModel._dataList[i].id);
                if (staticVo.type == 1)
                {
                    GameObject obj = Tools.CreateGameObject("UI/SkillPanel/SkillBar", scrollRect.content);
                    SkillBar   bar = obj.GetComponent <SkillBar>();
                    barList.Add(bar);
                    bar.Create(DataManager.Instance.skillModel._dataList[i], ChangeSelect);
                    count++;
                }
            }
        }
        else if (index == 2)
        {
            for (int i = 0; i < DataManager.Instance.skillModel._dataList.Count; i++)
            {
                StaticSkillVo staticVo = StaticDataPool.Instance.staticSkillPool.GetStaticDataVo(DataManager.Instance.skillModel._dataList[i].id);
                if (staticVo.type == 2)
                {
                    GameObject obj = Tools.CreateGameObject("UI/SkillPanel/SkillBar", scrollRect.content);
                    SkillBar   bar = obj.GetComponent <SkillBar>();
                    barList.Add(bar);
                    bar.Create(DataManager.Instance.skillModel._dataList[i], ChangeSelect);
                    count++;
                }
            }
        }
        scrollRect.content.sizeDelta     = new Vector2(scrollRect.content.sizeDelta.x, 150 * count);
        scrollRect.content.localPosition = Vector3.zero;
    }
    public void Awake()
    {
        canDrop = false;

        key = KeyCode.Alpha4;

        mySkillBar = GetComponent<SkillBar>();

        // ToolTip text
        ToolTip.Description =       "Disguise an Explorer as an Imp.";

        ToolTip.FirstLabel =        "Duration:";
        ToolTip.FirstAttribute =    HauntDuration.ToString() + "sec";

        ToolTip.SecondLabel =       "Cooldown:";
        ToolTip.SecondAttribute =   Cooldown.ToString() + "sec";

        ToolTip.ThirdLabel =        "Cost:";
        ToolTip.ThirdAttribute =    cost.ToString() + " MP";
    }
예제 #33
0
    public void Awake()
    {
        canDrop = false;

        IsSpawnSkill = true;
        MinSpawnDist = 10f;
        MaxSpawnDist = 100f;

        key = KeyCode.Alpha3;

        mySkillBar = GetComponent<SkillBar>();

        // ToolTip text
        ToolTip.Description =       "Spawns a Haunted Plant. Does not move.";

        ToolTip.FirstAttribute =    "High";

        ToolTip.SecondAttribute =   "Regular";

        ToolTip.ThirdLabel = "Cost:";
        ToolTip.ThirdAttribute = cost.ToString() + " MP";
    }
예제 #34
0
    //结束时同时销毁OldPanel和OldSkillBar
    private void OnOldTweenFinished()
    {
        if (m_OldPanel != null)
        {
            DestroyImmediate(m_OldPanel);
        }
        if (m_OldSkillBar != null)
        {
            SkillBar skillBar = m_OldSkillBar.GetComponent <SkillBar>();
            if (null != skillBar)
            {
                skillBar.UnSubscribe();
            }
            DestroyImmediate(m_OldSkillBar);
        }
        //更换结束时、充值按钮使其可被点击
        BoxCollider collider = this.GetComponent <BoxCollider>();

        if (null != collider)
        {
            collider.enabled = true;
        }
    }
예제 #35
0
        private void OnInitTimer(object sender, ElapsedEventArgs e)
        {
            ActionManager.Start();
            KeyUtils.Start();
            Inventory.Clear();
            MouseOperations.Start();
            _initTimer.Stop();
            _updateTimer.Elapsed -= OnUpdate;
            _updateTimer.Stop();
            ActionManager.SendAction(() =>
            {
                WinUtils.ActivateWindow(Constants.KO_WINDOW);
            }, 0.3f, () =>
            {
                int attempts = 0;
                SkillBar.Reset();
                while (!SkillBar.IsInitialized && attempts++ < MAX_ATTEMPT_INITIALIZE_SKILLBAR)
                {
                    SkillBar.InitSkillsInfo();
                }

                if (SkillBar.IsInitialized)
                {
                    _gos.ForEach(g => { g.Active = true; });

                    Started?.Invoke();
                    _sendStart = false;
                    _updateTimer.Restart();
                    _updateTimer.Elapsed += OnUpdate;
                }
                else
                {
                    Stop();
                    throw new Exception("Failed to initialize SkillBarManager, aborting.");
                }
            });
        }
예제 #36
0
        public override void OnEnter()
        {
            base.OnEnter();
            _buffingInProgress = false;
            _currentBuff       = null;
            if (_checkState == null)
            {
                _checkState = (CheckForBuffState)_sm.GetState(EState.CheckForBuff);
                _partyState = (CheckForPartyState)_sm.GetState(EState.CheckForParty);
            }

            if (!SavedData.UseBuffSkills)
            {
                FinishState();
                return;
            }
            else
            {
                SkillBar.InitSkillsInfo();
                _buffsToApply = _checkState.Buffs.Where((b) => { return(b.NeedsRefresh); }).ToList();
                _buffsToApply.Sort(SortBuffs);
                ApplyFirstOrFinish();
            }
        }
예제 #37
0
        void Init()
        {
            _buffs = new List <BuffInfo>();
            var buffs = SavedData.GetBuffSkills();

            foreach (var buff in buffs)
            {
                if (buff.IsValid)
                {
                    CTimer timer = new CTimer();
                    timer.AutoReset = false;
                    timer.Interval  = SkillBar.GetCooldownMinutesForSkill(buff.Skill) * 60 * 1000;
                    timer.Elapsed  += OnBuffExpired;
                    BuffInfo info = new BuffInfo()
                    {
                        NeedsRefresh = true,
                        Skill        = buff.Skill,
                        Timer        = timer,
                        UseOnParty   = buff.UseOnParty
                    };
                    _buffs.Add(info);
                }
            }
        }
    void Start()
    {
        _ghostSkillBar = GetComponent<SkillBar>();
        _ghostSkillBar.enabled = true;

        DomMngr.Instance.PointDominated += OnControlPointDominated;

        Cursor.SetCursor(mouseGhostDefault, new Vector2(mouseGhostDefault.width * 0.5f, mouseGhostDefault.height * 0.5f), CursorMode.Auto);
    }
    void Awake()
    {
        hauntEtoM = false;
        _rb = GetComponent<Rigidbody2D>();
        _health = GetComponent<Health>();

        _avatarSkillBar = GetComponentInChildren<SkillBar>();
        animator = GetComponent<RpcNetworkAnimator>();
        avatarNB = GetComponent<AvatarNetworkBehavior>();

        contanier = transform.Find("AvatarRotation");

        // Game Balance Adjust => Makes Speed number comparable to Minion Speed number.
        CalcMoveSpeed = MoveSpeed / SpeedAdjust;
        slowDownMod = 1.0f;
        isHidden = false;
    }
예제 #40
0
 public override void FillSkillBar()
 {
     SkillBar.AddSkillPoints(20);
 }
    // Use this for initialization
    void Start()
    {
        //Load the saved players ability images into the skill bar
        playerSkillBar = new SkillBar(hudImages, coolDownText);
        playerSkillBar.LoadEquippedSkillImages(playerProfile);
        energySlider.maxValue = playerProfile.maxEnergy;
        corruptionSlider.maxValue = playerProfile.maxEnergy;

        energySlider.value = playerProfile.maxEnergy;
        corruptionSlider.value = 0;
        corruptManager = new CorruptionManager();
    }