public void InitSkillInfo(string _skillName) { SkillDataManager.SkillInfo skillInfo = SkillDataManager.Inst.GetSkillInfo(_skillName); m_skillName.text = _skillName; m_skillImage.sprite = skillInfo.skillImage; m_skillLevel.text = "LV : " + PlayerDataManager.Inst.GetSkillLevelInfo(_skillName).ToString(); if (PlayerDataManager.Inst.GetPlayerData().level >= skillInfo.levelLimit) { m_LockObject.SetActive(false); } }
public virtual void InitSkill(PlayerAnimFuntion _animFuntion, GameObject _playerObject) { level = PlayerDataManager.Inst.GetSkillLevelInfo(gameObject.name); SkillDataManager.SkillInfo skillInfo = SkillDataManager.Inst.GetSkillInfo(gameObject.name); skillName = skillInfo.skillName; collisionSize = skillInfo.collisionSize; damageRatio = skillInfo.damageRatio + (level * 5); damageForce = skillInfo.damageForce; m_animFuntion = _animFuntion; m_playerState = _playerObject.GetComponent <PlayerState>(); m_rigidbody2D = _playerObject.GetComponent <Rigidbody2D>(); m_crowdControlManager = _playerObject.GetComponent <PlayerCrowdControlManager>(); }
public void InitQuickSkill(string _skillname, PlayerInput _playerInput) { if (_skillname == null) { return; } m_skillInfo = SkillDataManager.Inst.GetSkillInfo(_skillname); this.GetComponentsInChildren <Image>()[1].enabled = true; this.GetComponentsInChildren <Image>()[1].sprite = m_skillInfo.skillImage; coolTime = m_skillInfo.coolTime; m_playerInput = _playerInput; m_coolImage = this.GetComponentsInChildren <Image>()[2]; m_text = this.GetComponentInChildren <TextMeshProUGUI>(); EventTrigger.Entry dounEvent = new EventTrigger.Entry(); dounEvent.eventID = EventTriggerType.PointerDown; dounEvent.callback.AddListener(BaseEventData => SkillAction()); this.GetComponentInChildren <EventTrigger>().triggers.Add(dounEvent); }