public void SetSkillIconVisible(SkillObj skill) { var num = 0f; foreach (var current in SkillSystem.GetAllConnectingTraits(skill)) { if (!current.Visible) { current.Visible = true; current.Opacity = 0f; Tween.To(current, 0.2f, Linear.EaseNone, "Opacity", "1"); num += 0.2f; } } Tween.RunFunction(num, this, "UnlockControls"); Tween.RunFunction(num, this, "CheckForSkillUnlock", skill, true); }
public void SetVisible(SkillObj trait, bool fadeIn) { var manorPiece = SkillSystem.GetManorPiece(trait); if (fadeIn) { SetManorPieceVisible(manorPiece, trait); return; } var childAt = m_manor.GetChildAt(manorPiece); childAt.Opacity = 1f; childAt.Visible = true; foreach (var current in SkillSystem.GetAllConnectingTraits(trait)) { if (!current.Visible) { current.Visible = true; current.Opacity = 1f; } } if (m_manor.GetChildAt(7).Visible&& m_manor.GetChildAt(16).Visible) { (m_manor.GetChildAt(7) as SpriteObj).GoToFrame(2); } if (m_manor.GetChildAt(6).Visible&& m_manor.GetChildAt(16).Visible) { (m_manor.GetChildAt(6) as SpriteObj).GoToFrame(2); } if (m_manor.GetChildAt(2).Visible) { var spriteObj = m_manor.GetChildAt(32) as SpriteObj; spriteObj.Visible = true; spriteObj.Opacity = 1f; spriteObj.PlayAnimation(); spriteObj.OverrideParentAnimationDelay = true; spriteObj.AnimationDelay = 0.0333333351f; spriteObj.Visible = true; } }