private void ControlLoaded(object sender, RoutedEventArgs e) { if (DesignerProperties.GetIsInDesignMode(this)) { return; } _context = (SkillCooldown)DataContext; _context.PropertyChanged += _context_PropertyChanged; //LayoutTransform = new ScaleTransform(.9, .9, .5, .5); //CurrentCD = (double)_context.Cooldown / 1000; NotifyPropertyChanged(nameof(CurrentCD)); NumberTimer = new DispatcherTimer() { Interval = TimeSpan.FromMilliseconds(1000) }; CloseTimer = new DispatcherTimer() { Interval = TimeSpan.FromMilliseconds(ending) }; CloseTimer.Tick += CloseTimer_Tick; NumberTimer.Tick += (s, o) => { _secondsPassed += 1000; NotifyPropertyChanged(nameof(CurrentCD)); }; AnimateCooldown(); }
public override bool StartSpecialSkill(SkillCooldown sk) { if (sk.Skill.IconName == Thunderbolt.Skill.IconName) { Thunderbolt.Start(sk.Cooldown); return(true); } return(false); }
public override bool StartSpecialSkill(SkillCooldown sk) { if (sk.Skill.IconName == DeadlyGamble.Cooldown.Skill.IconName) { DeadlyGamble.Cooldown.Start(sk.Cooldown); return(true); } return(false); }
public override bool StartSpecialSkill(SkillCooldown sk) { if (sk.Skill.IconName == ShadowReaping.Cooldown.Skill.IconName) { ShadowReaping.Cooldown.Start(sk.Cooldown); return(true); } return(false); }
public override bool StartSpecialSkill(SkillCooldown sk) { if (sk.Skill.IconName == Ragnarok.Cooldown.Skill.IconName) { Ragnarok.Cooldown.Start(sk.Cooldown); return(true); } return(false); }
public void AddOrRefresh(SkillCooldown sk) { switch (Settings.CooldownBarMode) { case CooldownBarMode.Fixed: FixedMode_Update(sk); break; default: NormalMode_Update(sk); break; } }
private void NormalMode_Change(Skill skill, uint cd) { if (!Settings.CooldownWindowSettings.Enabled) { return; } if (ClassManager.ChangeSpecialSkill(skill, cd)) { return; } SkillCooldown sk; try { if (cd < SkillManager.LongSkillTreshold) { var existing = ShortSkills.ToSyncArray().FirstOrDefault(x => x.Skill.Name == skill.Name); if (existing == null) { sk = new SkillCooldown(skill, cd, CooldownType.Skill, Dispatcher); ShortSkills.Add(sk); return; } existing.Refresh(cd); } else { var existing = LongSkills.ToSyncArray().FirstOrDefault(x => x.Skill.Name == skill.Name); if (existing == null) { existing = ShortSkills.ToSyncArray().FirstOrDefault(x => x.Skill.Name == skill.Name); if (existing == null) { sk = new SkillCooldown(skill, cd, CooldownType.Skill, Dispatcher); LongSkills.Add(sk); } else { existing.Refresh(cd); } return; } existing.Refresh(cd); } } catch { // ignored } }
public override bool StartSpecialSkill(SkillCooldown sk) { if (sk.Skill.IconName == FireAvalanche.Skill.IconName) { FireAvalanche.Start(sk.Cooldown); return(true); } if (sk.Skill.IconName == BurningHeart.Skill.IconName) { BurningHeart.Start(sk.Cooldown); return(true); } return(false); }
public override bool StartSpecialSkill(SkillCooldown sk) { if (sk.Skill.IconName == EnergyStars.Cooldown.Skill.IconName) { EnergyStars.Cooldown.Start(sk.Cooldown); return(true); } if (sk.Skill.IconName == Grace.Cooldown.Skill.IconName) { Grace.Cooldown.Start(sk.Cooldown); return(true); } return(false); }
public override bool StartSpecialSkill(SkillCooldown sk) { if (sk.Skill.IconName == FieryRage.Cooldown.Skill.IconName) { FieryRage.Cooldown.Start(sk.Cooldown); return(true); } if (sk.Skill.IconName == Bloodlust.Cooldown.Skill.IconName) { Bloodlust.Cooldown.Start(sk.Cooldown); return(true); } return(false); }
public override bool StartSpecialSkill(SkillCooldown sk) { if (sk.Skill.IconName == Balder.Cooldown.Skill.IconName) { Balder.Cooldown.Start(sk.Cooldown); return(true); } if (sk.Skill.IconName == Bombardment.Cooldown.Skill.IconName) { Bombardment.Cooldown.Start(sk.Cooldown); return(true); } return(false); }
public override bool StartSpecialSkill(SkillCooldown sk) { if (sk.Skill.IconName == InColdBlood.Cooldown.Skill.IconName) { InColdBlood.Cooldown.Start(sk.Cooldown); return(true); } if (sk.Skill.IconName == OverhandStrike.Skill.IconName) { OverhandStrike.Start(sk.Cooldown); return(true); } return(false); }
private void FixedMode_Update(SkillCooldown sk) { if (Settings.ClassWindowSettings.Enabled && ClassManager.StartSpecialSkill(sk)) { return; } if (!Settings.CooldownWindowSettings.Enabled) { return; } var hSkill = HiddenSkills.ToSyncArray().FirstOrDefault(x => x.IconName == sk.Skill.IconName); if (hSkill != null) { return; } var skill = MainSkills.FirstOrDefault(x => x.Skill.IconName == sk.Skill.IconName); if (skill != null) { if (sk.Pre) { skill.Start(sk.Cooldown, CooldownMode.Pre); } else { skill.Start(sk.Cooldown); } return; } skill = SecondarySkills.ToSyncArray().FirstOrDefault(x => x.Skill.IconName == sk.Skill.IconName); if (skill != null) { if (sk.Pre) { skill.Start(sk.Cooldown, CooldownMode.Pre); } else { skill.Start(sk.Cooldown); } return; } UpdateOther(sk); }
public override bool StartSpecialSkill(SkillCooldown sk) { if (sk.Skill.IconName == Contagion.Skill.IconName) { Contagion.Start(sk.Cooldown); return(true); } if (sk.Skill.IconName == Vow.Cooldown.Skill.IconName) { Vow.Cooldown.Start(sk.Cooldown); return(true); } return(false); }
public override bool StartSpecialSkill(SkillCooldown sk) { if (sk.Skill.IconName == GuardianShout.Cooldown.Skill.IconName) { GuardianShout.Cooldown.Start(sk.Cooldown); return(true); } if (sk.Skill.IconName == AdrenalineRush.Cooldown.Skill.IconName) { AdrenalineRush.Cooldown.Start(sk.Cooldown); return(true); } if (sk.Skill.IconName == Infuriate.Skill.IconName) { Infuriate.Start(sk.Cooldown); return(true); } return(false); }
private void NormalMode_Update(SkillCooldown sk) { if (Settings.ClassWindowSettings.Enabled && ClassManager.StartSpecialSkill(sk)) { return; } if (!Settings.CooldownWindowSettings.Enabled) { return; } if (sk.Type == CooldownType.Item) { FindAndUpdate(ItemSkills, sk); return; } try { if (sk.Cooldown < SkillManager.LongSkillTreshold) { FindAndUpdate(ShortSkills, sk); } else { var existing = LongSkills.ToSyncArray().FirstOrDefault(x => x.Skill.Name == sk.Skill.Name); if (existing == null) { existing = ShortSkills.ToSyncArray().FirstOrDefault(x => x.Skill.Name == sk.Skill.Name); if (existing == null) { LongSkills.Add(sk); } else { existing.Refresh(sk.Cooldown); } return; } existing.Refresh(sk.Cooldown); } } catch { /* ignored*/ } }
void Awake() { instance = this; skill1Script = skill1Slot.GetComponent <SkillCooldown>(); skill2Script = skill2Slot.GetComponent <SkillCooldown>(); skill3Script = skill3Slot.GetComponent <SkillCooldown>(); cooldownScriptList.Add(skill1Script); cooldownScriptList.Add(skill2Script); cooldownScriptList.Add(skill3Script); pauseSkill1Script = pauseSkill1Slot.GetComponent <PauseSkillSlot>(); pauseSkill2Script = pauseSkill2Slot.GetComponent <PauseSkillSlot>(); pauseSkill3Script = pauseSkill3Slot.GetComponent <PauseSkillSlot>(); pauseSkillScriptList.Add(pauseSkill1Script); pauseSkillScriptList.Add(pauseSkill2Script); pauseSkillScriptList.Add(pauseSkill3Script); }
private void UpdateOther(SkillCooldown sk) { if (!Settings.CooldownWindowSettings.Enabled) { return; } sk.SetDispatcher(Dispatcher); try { if (sk.Type == CooldownType.Item) { FindAndUpdate(ItemSkills, sk); return; } FindAndUpdate(OtherSkills, sk); } catch { Debug.WriteLine("Error while refreshing skill"); } }
private void FindAndUpdate(SynchronizedObservableCollection <SkillCooldown> list, SkillCooldown sk) { var existing = list.ToSyncArray().FirstOrDefault(x => x.Skill.IconName == sk.Skill.IconName); if (existing == null) { list.Add(sk); return; } existing.Refresh(sk.Cooldown); }
private void Start() { playerData = GetComponent <PlayerUIUpdates>(); skillCooldown = GetComponent <SkillCooldown>(); }
// Start is called before the first frame update void Awake() { instance = this; }
internal void AddHiddenSkill(SkillCooldown context) { HiddenSkills.Add(context.Skill); }
//public static ClassManager CurrentClassManager; public virtual bool StartSpecialSkill(SkillCooldown sk) { return(false); }